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Guidelines:Gameplay
The gameplay policy of Megami Tensei Wiki outlines how gameplay information should be covered. This page also explains the usage of stat table templates and skill data modules.
The guidelines presented here are meant to serve as a guiding example and are not indicative of how to handle every gameplay-related matter on the wiki.
General
Gameplay coverage on the wiki should not be written as game guides and should not cover strategies, tips, or walkthroughs. They should only provide explanations of game mechanics or document essential data.
Relatedly, gameplay content must be written in an encyclopedic tone and avoid the use of "you". Use of "the player" or "players" is appropriate when detailing gameplay systems or other out-of-universe information. Otherwise, when covering in-universe gameplay elements such as stores or locations, it is preferable to refer to the player as the game's protagonist or party.
Gameplay Sections
In many content pages, the Gameplay section covers any gameplay-related information pertinent to the subject. This can include stat tables for playable characters or Demons, encounter lists, item lists, shops or other local services, etc. The Gameplay section is usually one of the first sections on most pages, allowing users to readily find gameplay information without having to scroll too far down or through potentially spoilery sections below.
Each game covered in this section should be given its own Level 3 subsection ===Level 3===
. Games should be listed in the order defined in the media order guidelines, from series order, sub-series order, and finally by game order. Remasters or enhanced ports can have their own subsection if there is substantial difference from the original's gameplay information to warrant its own coverage, such as the addition of new mechanics. Otherwise, a tab can suffice for minor version differences, such as differing stats for stat tables or other lists.
Gameplay Pages
If a subject's Gameplay section has over five subsections, particularly with stat tables or other intensive documentation, then the entire section's contents should be split into a separate Gameplay page. These pages provide a dedicated space for documenting thorough gameplay information while keeping the main page brief.
Gameplay pages have the Gameplay:
prefix, such as Gameplay:Jack Frost
or Gameplay:Ann Takamaki
. They are linked to using Template:Gameplay {{Gameplay}}
in the subject's Gameplay section.
For characters and Demons who reoccur across more than one Megami Tensei series, it is advised to order Gameplay pages by series using this example outline:
=={{Link|Series|SMT-}}== ==={{Link|Game|SMT1}}=== ==={{Link|Game|SMT2}}=== =={{Link|Series|P-}}== ==={{Link|Game|MIP}}=== ==={{Link|Game|P2IS}}===
However, for characters who only appear in one series, the series sections are not necessary and the game sections may be formatted as Level 2 subsections ==Level 2==
instead.
Characters with Social Link information in the Persona series should be given their own Gameplay pages due to the highly comprehensive nature of this mechanic. See the Social Links section for more information.
Listings
- Main article: Listing guidelines
For most of the wiki, gameplay data is compiled into referential lists.
Most video games will usually have a number of dedicated list pages for listing various related content contained within them. These lists are linked to in the game page's Listings section. For most games, their Listings section may look like:
==Listings== ===[[Characters in {{PAGENAME}}|Characters]]=== ===[[Demons in {{PAGENAME}}|Demons]]=== ===[[Skills in {{PAGENAME}}|Skills]]=== ===[[Items in {{PAGENAME}}|Items]]=== ===[[Equipment in {{PAGENAME}}|Equipment]]=== ===[[Locations in {{PAGENAME}}|Locations]]=== ===[[Translations in {{PAGENAME}}|Translations]]===
Some games and series may require different listings from this to suit their own needs. List pages should only include content that can be found within a game, and should not include content explicitly outside of it. For instance: a Skill List for the original version of a game should only list skills included in that version, and should not include skills that were introduced in a major re-release. The re-release may have its own Skill List page in that case.
For Demons/Personas/Shadows, Skills, Items, and Equipment List pages, their listings are compiled into table templates to format and present information in an orderly manner. Because games in the Megami Tensei franchise can vary greatly from one another, often times a game will have its own set of list table templates to suit its needs.
Smaller lists are also used on some individual subject pages to compile targeted information, such as encounter or item location lists on location pages, the stock or services a shop offers, Demons within a Race, data pertaining to a specific skill, etc. These lists are also compiled using table templates, many of which are already included in page boilerplates for convenience.
Category:List Table Templates has a full list of available list templates. Be sure to read their documentation when using. For more information on formatting listings, consult the Listing guidelines.
Stat Tables
Stat tables are specialized templates used to display statistical information about playable characters, Demons, Personas, etc. This can include stat values, weaknesses and resistances, skills, passive traits, victory spoils, location information, and whatever else that is pertinent to the game and subject. Because of the specified nature of stat tables as well that games across the Megami Tensei franchise can vary greatly with their mechanics, each game has their own dedicated stat tables. A game may have separate stat tables used specifically for allies, enemies, bosses, and others depending on its individual needs.
Category:Stat Table Templates has a full list of available stat tables.
Stat tables have a range of information parameters that will display formatted data when filled. Any information added should be sourced from the games wherever possible, such as from a stat screen or from data-mining. Information can also be sourced from official guide publications as well; however, be aware that even some official guides have also been known to contain errors and may not always be 100% accurate. It is therefore recommended to cross-reference any sources used.
Skill information are stored in data modules, which can then be called into the stat table and automatically adds the appropriate data. See the skills and skill data modules sections for more information.
Information added to stat tables should be kept concise wherever possible, being no more than a sentence long. At times, there may be complicated information that would otherwise become too lengthy to explain within a stat table. In such cases, the information should instead be presented outside of the stat table as a short sentence or paragraph. For example: In some early Megami Tensei games, party members learn skills based on their current Proficiency as determined by calculating their stats. A complexity such as this should be explained as a brief paragraph before the stat table and not within it.
Parameters
Most stat tables have a common set of parameters for specific data. This section will outline those parameters and their usage guidelines. For stat tables with specific parameters, the table's own documentation should be consulted.
Name
For quick ease of use, most stat tables are automated where they will automatically fill in the name of the subject based on the article's title. It is possible, however, to override this and input a different name by using the name=
parameter. This should be used if the subject's name differs in-game from the article's title, or if the article title has a discriminator in it. If the stat table is to be transcluded onto another page, then this parameter must be used.
The name of the subject should reflect the name used in the game's localization. I.e. Jack-o'-Lantern should be referred to as "Pyro Jack" in games that use this name. The exceptions to this are Megami Ibunroku Persona, Last Bible, and Devil Children Light Book and Dark Book, which should instead prioritize the original names of characters and enemies, as opposed to their Revelations and DemiKids localization names (as per our canon policy). However, stat tables for these games also have additional parameters to list their localization names separately as well.
Image
Stat tables with image functionality can be accompanied with an in-game image of the subject. This will usually be of the subject's sprite, icon, model, or otherwise another type of file as required by the stat table. Stat tables without this functionality cannot have an image added.
Like the subject's name, stat table images are generally automated and will automatically insert the appropriate image if one is available that matches the file naming scheme. For instance, the SMT5 Ally Demon Stats table will automatically add the Demon's icon if there is a file titled SMT5 {{{PAGENAME}}} Icon.png
, with "PAGENAME" being the same as the Demon's article title.
It is possible to add a different subject name to the file name by using the img=
parameter. This should be used if the Demon's name differs from its article title, or if the article title has a discriminator in it. For instance, adding img=Feng Huang
to a stat table will make it so that the table will specifically search for and add an image with this subject name. If the stat table is to be transcluded onto another page, then this parameter must be used.
Stats
In this context, "stats" refer to the inherent data with each character that are often used for battle. This can include the common array of stat values: Level, HP, MP, Strength, Dexterity, Vitality, Magic, Agility, Luck, etc. This also includes miscellaneous data such as Race, behavioral types such as Speech Pattern or Moon Phase, associative summoning costs, and so on.
Stat data are added simply by entering them into their appropriate parameters. Stats that have a visual gauge in-game will also have these rendered automatically. Some stat parameters in stat tables are optional; if a particular stat is not applicable to a subject, its parameter should be omitted from usage. This will either hide the parameter's cell or otherwise add an em dash to denote as non-applicable.
Stats that can grow or change should only reflect the base / default value inherent to the subject.
Stats should always preferably be taken straight from the games wherever possible, such as from a status screen for allies or from an Analyze screen for enemies and bosses. Other times, especially for enemies / bosses with hidden values, this may require data-mining. If you are unable to retrieve certain information yourself, you should mark unknown fields with "?" and tag the game's section with Template:Research to request that the data be found and added by another. Data can also be taken from verified guides as well.
Bear in mind that in many Megami Tensei games, ally and enemy Demons often have different stats, resistances, and/or skill sets and should not be assumed to always be identical unless verified. It is for this reason that that the wiki usually splits ally and enemy stat tables.
Locations
A subject's encounter location, including how it can be obtained on ally stat tables, can be added to the location=
parameter. When describing the location of a subject on a stat table, the location row follows a set of guidelines on how to handle a variety of potential situations.
Locations should follow this general order, with a new line for each category using a line break (<br/>
):
- Mandatory locations in chronological order
- For titles with multiple routes, such as Megami Ibunroku Persona and Shin Megami Tensei V: Vengeance; each route will be placed on a new line only if the encounters between routes are mutually exclusive. Different route titles should be bolded; for example:
Route: Location
. Otherwise, for locations which share identical encounters across all routes, there is no need to specify route. - For the Devil Children series where some Demons' availability differ between version titles, similarly place each version on a new line and bold + italicize their subtitles. For example:
'''''Red Book:''''' Trade
. There is no need to specify version if locations are identical. - For titles without a proper chronological order, the expected level range for encounters will be used as a last resort.
- For instances where a location's encounter pool changes during an event, either temporarily or permanently, specify this in an Exp tooltip next to the location. I.e.
{{Exp|After xyz.}}
,{{Exp|Temporary encounter after xyz.}}
, or however else is appropriate to the occurrence. - For instances where an enemy Demon can only be recruited through Negotiation in certain locations, but not in other areas, specify each location where recruitment is not possible with an Exp tooltip. I.e.
{{Exp|Cannot recruit.}}
. If the stat table has arecruit=
parameter, add ane
to render a non-equal sign.
- For titles with multiple routes, such as Megami Ibunroku Persona and Shin Megami Tensei V: Vengeance; each route will be placed on a new line only if the encounters between routes are mutually exclusive. Different route titles should be bolded; for example:
- Optional locations in access order
- For titles with optional locations and multiple routes that feature mutually exclusive locations, optional locations will be placed on the route's line following all mandatory locations, with the same ordering otherwise applied.
- Fusion-based locations only if the subject is exclusive to fusion (other than one-time events, such as directly joining the party)
- Sidequests
- Events (prioritizing story events, then optional events, then gameplay-related events such as Demons exclusive to evolution or through trading)
An example of a theoretical list that uses all kinds of locations follows:
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Note that a location row is not intended as an exhaustive list of every possible way to encounter a subject. For example, outside of special fusions that require a specific combination, fusion combinations will not be listed. Additionally, locations should match the kind of stat table being used and the subject of a table, i.e. if the stat table is specifically about a boss fight, there is no need to specify the special fusion details for that boss Demon; likewise if the stat table is for that same Demon as an ally, there is no need to specify where the boss fight takes place. In practice, most stat tables should require at most two lines; though some titles or situations may require more.
For fusions of any kind that require an unlock condition, the parameter fusioncondition=
is used rather than placing the unlock condition directly into the location. The criteria should be formatted as Clear "Sidequest Name"
or Defeat Boss
.
Regardless of the location or method, each location should be kept concise whenever possible. Any locations that would require a much lengthier explanation for context should be explained outside of and prior to the stat table. For example: In Shin Megami Tensei, Fiends have a 1 in 256 chance of spawning on specific tile coordinates in dungeons. Because of this complexity, this detail should be explained as a paragraph prior to the stat table and not within its parameters.
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=×1½×1.50 firefrac=×1½×1.50 |
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=×1½×1.50 |
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:
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|
|
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.
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 |
Basic Attack
In some Megami Tensei games, basic attacks between subjects can vary in certain aspects. Depending on the game and subject, this may apply to the attack element, number of hits, target range, range of usage, or even attack effect. For games where any of these can vary, stat tables have parameters where basic attack data can be changed as is relevant to the subject.
The following table explains basic attack parameters that some stat tables may use and how data should be formatted. When any of these parameters are omitted, they will generally render the default or most commonly used effects in that game.
Parameter | Description |
---|---|
element | The basic attack's element, or attribute. Enter the name of the element referred to in-game. This will automatically link to the element. |
hit | The number of hits the basic attack inflicts. For random multiple hits, format as 1-5 .
|
target | The targeting range of the basic attack. Target should be formatted as follows: Enemies: Single enemy, Enemy group, All enemies, Random enemies. |
range | The basic attack's range of usage, separate from the range of targets. This parameter is generally only used for games with row-based or grid-based battle systems. As these battle systems often have their own unique mechanics, the formatting below are merely recommended suggestions: Row-based: Front row, Back row, All. Grid-based: List the grid range. I.e. 1, 2-5. |
effect | Effect refers to the basic attack's additional effect. This generally refers to the status ailment that the attack has a chance of inflicting. Enter the name of the ailment referred to in-game. This will automatically link to the ailment. |
If basic attacks or individual aspects do not vary in a game, then the stat table will render the basic attack information on its own without input.
Skills
Skills can be added to the skills=
parameter using Template:Skill. This template requires that the game's abbreviation and the skill's name be added as template parameters, whereupon the Skill template will automatically fill in the skill's information from the game's skill data module. Some games can have additional parameters, such as the level the skill is learned at.
For example: adding skills={{Skill|SMT4|Hama|3}}
will display the Hama skill from Shin Megami Tensei IV learned at level 3. If the skill is known by default, adding a hyphen in the level parameter will automatically render it as "Innate".
Skill information is stored within skill data modules, which allow other pages on the wiki to recall and automatically insert the relevant information. This ensures that skill information is always kept accurate and consistent wherever they are used. Skill data modules are titled as Module:Data/Skill/(Game abbreviation)
. For example: Module:Data/Skill/smt5 stores all the skill data from the original version of Shin Megami Tensei V. For a detailed explanation of skill data modules, see the skill data modules section.
Skills will be added so long as the game's skill data module exists and the skill's information is available. If either of these do not exist, the Skill template will result in a Lua error.
Errors can potentially arise from misspelled skills. Make sure that skills are properly spelled, including any accents if present. Some games have multiple variations of skills with the same name; in these cases, skill data modules differentiate each variant by adding a discriminator to their label. It is advised to look over a game's skill data module before adding skill variants.
Skill Data Modules
In order to ensure that all skill information across the wiki is kept consistent and accurate, the wiki compiles skills into data modules. This allows Template:Skill to automatically call and insert the skill's information into skill listings and stat tables.
Skill data modules use the Lua programming language to compile and store skill information. For the most part, this involves a series of named parameters used to store specific information on a skill, such as its Attribute, base power, in-game description, and so on.
Skills must be added to modules in a certain format in order to avoid Lua errors. This tends to look like:
['skill label in lowercase'] = { attribute = 'attribute name', effect = 'Effect explanation.', cost = Number, costtype = 'Cost type', description = 'In-game description.', name = 'Skill Display Name' },
},
is used to separate each additional skill. Skills are given a label in lowercase on the first line, which is the name that the Skill template will call a skill by. This label should generally be identical to the skill's in-game name, including any accents. Some games, however, have multiple variants of a skill with the same name. In these cases, each variant should be given a differentiator in their label, such as a number, an attribute, or a character's name. This allows the Skill template to reliably call specific variants of a skill. The skill's display name should otherwise remain how it is titled in-game.
With the exception of numbers, data entered into parameters must be enclosed by apostrophes. All parameters must be closed with a comma. If any parameters are entered incorrectly, the editor will highlight the error and require this be fixed before the module can be saved. If there is a possessive case in a skill name or description (such as Impaler's Animus), a backslash must be added before the apostrophe. For example: Imapaler\'s Animus
.
Because the Skill template and skill data modules are made to be universal, skill data parameters must be kept consistent with each module on the wiki. Inconsistently named parameters will cause Lua errors. Some common skill data parameters are listed below.
Any parameter that is omitted from a skill will not be given its own cell, with a few exceptions.
Parameter | Description | Necessity |
---|---|---|
name | The display name of the skill. Will also act as the link of a skill if that is not manually set. | Always necessary |
link | A manually set link to the skill, separate from the display name. | Optional |
name_note | A note to be attached to the name of a skill as a tooltip. | Optional |
attribute | The attribute/element of the skill in lowercase. Filled with '—' if not set. | Necessary if icon data exists |
attribute_link | A manually set link to the attribute, separate from its display name. | Optional |
cost | The cost of a skill. If there is no cost, this should be set to '—' if the game has cost for other skills. | Optional |
costtype | The cost type of a skill, as in what unit is depleted when the skill is used. Should not be set if cost is unset. | Optional |
range | A range parameter, used for a few games. | Optional |
description | A description taken from the game. Will default to effect if unset. | Optional |
effect | A description provided by the wiki users. Will fall back to nothing if unset. | Optional |
For security purposes, skill data modules can only be edited by Autoconfirmed users. It is strongly advised to read a module's documentation before editing one.
Formatting
Additional wikitext can be used to format and present gameplay information in certain ways as necessary.
Tabs
Information can be placed into tabs, allowing users to switch between different sets of information by clicking or tapping on tab buttons. This helps keep information organized while also helping to cut down page length.
Tabs are created using the Tabs template and giving each tab a label parameter. The code for this is:
{{Tabs |Tab 1| Tab 1's information here. |Tab 2| Tab 2's information here. }}
Tabs can be used to switch between two templates, such as stat tables or list tables. This is especially used to display differing information between two or more versions of a game or subject. In most cases, this can be achieved by merely adding the template's code as the contents in each tab. Take these stat tables for example:
{{Tabs |Ally| {{SMT5 Ally Demon Stats |level= |hp= |mp= |st= |vi= |ma= |ag= |lu= |location= |race= |speech= |cost= |fusioncondition= |gifttype= |skills= }} |Enemy| {{SMT5 Enemy Demon Stats |level= |hp= |mp= |st= |vi= |ma= |ag= |lu= |location= |race= |exp= |macca= |recruit= |speech= |drop1= |droprate1= |skills= }} }}
List table templates using multiple header and row templates often require |}
to be closed. However, because the pipe would be read as the start of a new parameter in Tabs, the |}
must be substituted with {{!}}}
(with 3 curly brackets at the end) to retain the table's functionality. For example:
{{Tabs |P3| {{Enctr/Header}} {{Enctr|name=|race=|level=|note=}} {{Enctr|name=|race=|level=|note=}} {{!}}} |P3R| {{Enctr/Header}} {{Enctr|name=|race=|level=|note=}} {{Enctr|name=|race=|level=|note=}} {{!}}} }}
Due to incompatibilities with the Tabs template, regular wikitables constructed of wikitext cannot be used with tabs. To overcome this, it is advised to use the Tbl set of templates. This allows the creation of custom wikitables that would otherwise be held back by limitations in certain circumstances. Using these templates, a custom wikitable can be inserted into tabs as necessary. For example:
{{Tabs |Tab 1| {{Tbl|class=wikitable| {{TblRow| {{TblHdr|colspan=2|rowspan=2|Content}} {{TblDta|Content}} {{TblDta|Content}} {{TblDta|Content}} }} {{TblRow| {{TblDta|Content}} {{TblDta|Content}} {{TblDta|Content}} }} }} |Tab 2| {{Tbl|class=wikitable| {{TblRow| {{TblHdr|colspan=3|Content}} }} {{TblRow| {{TblDta|Content}} {{TblDta|Content}} {{TblDta|Content}} }} }} }}
Consult the Tbl template's documentation for detailed instruction on using them.
Tabs Guidelines
Tabs should each be given a short label reflecting the specific source or subject they cover.
- For information from different versions of games, label after each game's media abbreviation. E.g.
P3
,P3P
,P3R
. - If the game's title stays the same between versions, label after the platform's abbreviation. E.g.
SFC
,CD2
,MCD
,GBA
. If a version is multi-platform, label as a re-release with the release date. E.g.2023 Re-release
. - For different stat tables of the same subject, label after the relevant role. E.g.
Partner
(for main character party members),Enemy
,Ally
(for allied Demons),Boss
,Persona
,Shadow
. - For specific versions of a subject, such as Demon stats from a specific game version or a boss with multiple forms or phases, clarify this in parentheses. E.g.
Enemy (PSP)
,Boss (Phase 1)
.
Transcluding Sections
Transclusion is a method of including content from one page onto another. This is generally used with template functionality. However, a similar method can also be used to transclude a page's contents or even a filled template onto another page.
This involves using <onlyinclude>
tags and the #ifeq
parser function with the following code:
<onlyinclude>{{#ifeq:{{{transcludesection|Section Name}}}|Section Name| Contents here. }}</onlyinclude>
The contents in-between will then become a makeshift template that can then be transcluded onto another page with the following:
{{:Name of original page|transcludesection=Section Name}}
The same contents on the original page will now be transcluded onto the other one. If the contents on the original page are edited, those changes will be reflected on the page(s) it was transcluded on much like an actual template.
Transcluding page contents can be used to display repeating gameplay information or data across multiple pages without having to manually re-enter the same information. This is especially used to keep filled data consistent across the wiki, such as the same list on multiple pages or a boss's stat table transcluded onto a location page.
For instance, to transclude a list template from one page onto another:
<!-- Do not remove onlyinclude or transclude tags --><onlyinclude>{{#ifeq:{{{transcludesection|Shop List}}}|Shop List| {{Shop/Header|Store}} {{Shop|Item 1|400}} {{Shop|Item 2|1000}} |} }}</onlyinclude>
{{:Name of original page|transcludesection=Shop List}}
It is advised to include the editor comment to inform other editors not to remove the transclude code, as doing so will result in the transclusion breaking on other pages.
To transclude a boss stat table (including tabs) onto another page:
<!-- Do not remove onlyinclude or transclude tags --><onlyinclude>{{#ifeq:{{{transcludesection|MT1Stats}}}|MT1Stats| {{Tabs |FC| {{MT1 Enemy Demon Stats |img=Minotaur |name=Minotaur |st=9 |in=11 |at=10 |ag=12 |de=13 |loc= |race=Tyrant |align=Evil |hp=700 |moon= |resist=09 |magic={{Skill|MT1|Psycho}} |extra={{Skill|MT1|Roar}} {{Skill|MT1|Palsy G}} }} |KMT| {{KMT Enemy Demon Stats |img=Minotaur |name=Minotaur |level=27 |vi=12 |in=10 |st=9 |ag=10 |lu=9 |loc= |race=Tyrant |align=Evil |hp=166 |mp=37 |moon= |resist=01 |magic={{Skill|KMT|Zanma}} |extra={{Skill|KMT|Roar 2}} {{Skill|KMT|Stun Bite 1}} }} }}}}</onlyinclude>
{{:Gameplay:Minotaur|transcludesection=MT1Stats}}
Specific Gameplay Coverage
Skill Learn Calculations
In some early Megami Tensei games, Partner characters do not learn skills on specific levels, but instead learn skills when their current level and/or stats are calculated upon leveling up and the equated value reaches a certain threshold. For example: in Shin Megami Tensei, Chaos Hero can learn the skill Patra if the equated value is 2 or higher after calculating his current level, Intelligence, and Magic.
For these games, certain stat tables and learnset lists display the required value to learn a particular skill, referred to on the wiki as the "learn value". The math formula required for learning skills should be displayed for reference prior to these stat tables and learnsets, using Template:Skill Learn Math to ensure the formulae are kept factual and consistent across the wiki. This template simply requires the game's abbreviation be added as a parameter to display the relevant formula.
Some fan websites use the term "proficiency" to mean the equated numerical value. However, as this term has not been found to be official, its usage should be avoided. Instead, when referring to the equated value in writing, it is preferable to simply refer to it as the learn value in lowercase.
Persona User Stats
In Megami Ibunroku Persona and the Persona 2 duology, party members have their own distinct stats that are either changed or augmented by their currently equipped Persona. Party members in these games should therefore be given their own stat tables. "Signature Persona" stats (i.e. Personas that can only be equipped by certain characters) may also be included on the character's page in their own tab.
In Persona 3, Persona 4, and Persona 5, all characters' stats mirror their current Persona, with the exception of their HP and SP stats. Party members should have their own stat table documenting their base HP and SP values along with any starting equipment, while their inherent Persona(s) should be documented in separate tabs.
Stat table tabs should be named after the character or Persona they apply to. For spoilery "ultimate Personas", is it acceptable to label the tab as Ultimate Persona
to avoid immediate spoilers.
If adding a Persona's stat table onto a character's page, then it is highly recommended to transclude the stat table from the Persona's page.
Social Links
Due to the highly comprehensive nature of Social Link mechanics in the Persona series (known as Confidants in Persona 5), any character with Social Link information needs to be given their own Gameplay page.
The wiki provides these templates for covering social links:
- Template:SL Rank and Template:Confidant Rank, for documenting Social Link Ranks and their requirements. Confidant Rank also has a column for unlocked abilities.
- Template:SL Availability, for documenting characters' availability during days and nights of the week.
- Template:SL Event, for documenting the prompts, responses, and outcomes that occur during "Rank Up" events. This uses a set of templates.
As the Social Link mechanic is exclusive to the Persona series, there is no need to add series sections to a Social Link's Gameplay page unless it deemed absolutely necessary. Social Link information should be presented in a certain format on Gameplay pages, following this example outline:
=={{Link|Game|Game Abbreviation}}== ===Social Link Ranks=== ===Availability=== ===Rank Up Events===
For page brevity, Rank Up Events should each be placed into a tab. The tabs should be labeled after the rank number. I.e. Rank 1
.
For party members who are also Social Links, battle stats should be prioritized first, following this outline:
=={{Link|Game|Game Abbreviation}}== ===Stats=== ===Social Link Ranks=== ===Availability=== ===Rank Up Events===
For the most part, changes to Social Links between the original version of a game and its enhanced remaster may share the same section, with a clear distinction made where content is exclusive to a remaster. In these cases, the game section should remain titled as the original version (as this is the base game that enhanced remasters are based upon). Remaster-exclusive content can be denoted either within a tab's name in parentheses or in an Exp tooltip, whichever is more appropriate for the information covered.
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