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]].

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