User:Mistiryshak/sandbox10: Difference between revisions

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===Resistances===
===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 <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:
{| class="wikitable"
! Type !! Code
|-
| Weak || <code>Wk</code>
|-
| Resist || <code>Rs</code>
|-
| Null || <code>Nu</code>
|-
| Drain or Absorb || <code>Dr</code>
|-
| Reflect or 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.
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|-
|-
!rowspan=3 | {{Y}} '''Correct'''  
!rowspan=3 | {{Y}} '''Correct'''  
| Game uses symbols for affinity || <code><nowiki>fire=Drn</nowiki></code> || fire= {{Rst|Drn}} || Because the game uses symbols or icons, the abbreviation used defaults to Drn.
| Game uses symbols for affinity || <code><nowiki>fire=Dr</nowiki></code> || fire= {{Rst|Dr}} || Because the game uses symbols or icons, the abbreviation used defaults to Dr, rather than Drn.
|-
|-
| Demon takes 150% damage || <code><nowiki>firefrac=1.50</nowiki></code><br/><code><nowiki>firefrac=11/2</nowiki></code> || firefrac={{Rst|1.50}}<br/>firefrac={{Rst|11/2}} || Fractional weaknesses are expressed as either decimals or fractions.
| Demon takes 150% damage || <code><nowiki>firefrac=1.50</nowiki></code><br/><code><nowiki>firefrac=11/2</nowiki></code> || firefrac={{Rst|1.50}}<br/>firefrac={{Rst|11/2}} || Fractional weaknesses are expressed as either decimals or fractions.
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====Resistance Types====
====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 <code>resist=</code> 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 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. The following tabs demonstrate a selection of the resistance types used for the original Super Famicom version of ''Shin Megami Tensei'':


<tabber>
<tabber>
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{| class="outer-table" style="width:40%;"
{| class="outer-table" style="width:40%;"
|{{Data/Type/SMT1|28}}
|{{Data/Type/SMT1|28}}
|}
|-|
partner=
{| class="outer-table" style="width:40%;"
|{{Data/Type/SMT1|partner}}
|}
|}
</tabber>
</tabber>


When a game uses shared resistance pools, a page documenting all of the resistance types is usually created. 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.'''
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.'''


{| class="wikitable"
{| class="wikitable"
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! Usage Type !! Games
! Usage Type !! Games
|-
|-
| Combatants and Equipment || {{Link|Game|MT2}}<br/>{{Link|Game|KMT MT2}}<br/>{{Link|Game|SMT1}}<br/>{{Link|Game|SMT2}}<br/>{{Link|Game|SMTif}}
| Combatants and Equipment || {{Link|Game|MT2}}<br/>{{Link|Game|KMT MT2}}<br/>{{Link|Game|SMT1}}<br/>{{Link|Game|SMT2}}<br/>{{Link|Game|SMTif}}{{Exp|The IDs of resistance types in ''if...'' are separate from the internal values.}}
|-
|-
| Combatants Only || {{Link|Game|MT1}}<br/>{{Link|Game|KMT MT1}}<br/>{{Link|Game|LBS}}<br/>{{Link|Game|DeSum}}<br/>{{Link|Game|SH1}}<br/>{{Link|Game|MIP}}<br/>{{Link|Game|P2IS}}<br/>{{Link|Game|P2EP}}
| Combatants Only || {{Link|Game|MT1}}<br/>{{Link|Game|KMT MT1}}<br/>{{Link|Game|LBS}}<br/>{{Link|Game|DeSum}}<br/>{{Link|Game|SH1}}<br/>{{Link|Game|MIP}}<br/>{{Link|Game|P2IS}}<br/>{{Link|Game|P2EP}}
|}
|}

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