Template:MoveData: Difference between revisions
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Revision as of 08:52, 16 February 2020
Credits to Koozebanian Fazoob and Shtkn from Dustloop Wiki for writing the original template from which we based this version.
Usage
The goal behind MoveData is to unify normal and special movelist entries used on character pages across Mizuumi. To achieve that, this template works as a "tree trunk" with the game-specific AttackData-GameName and AttackDataHeader-GameName templates being the branches and leaves respectively.
Template Parameters
- name: Attack name, in English when a localization is available. Will use "input" instead if omitted.
- input: Attack input, for most of the wikis in Mizuumi Wiki this will be written in Numpad Notation.
- subtitle: Text to display below "name", such as a short comment or original Japanese name. (Will display after input if name is omitted)
- image: Filename of the image used to depict the attack, automatically resized to 175x250px. Use .png files when possible. If image does not exist, will show a box that indicates a picture is needed.
- Note: Adding a parameter called "image2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images.
- caption: Caption to display below the image. You may add important notes or a funny remark to break the monotony from reading frame data. This is entirely up to the editors.
- Note: Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
- data: Field where the game-specific data templates go (like Template:AttackData-KERRR or Template:AttackData-MAAB). See the source code on the examples below on how they are typically used.
- version: Most AttackData templates have a version variable which is used for air vs ground version of the same attack, EX versions, and more. This is usually defined at the beginning of the move to avoid including extra versions later!
- header: Usually used in conjunction with the version parameter. By setting it to "no", you can hide the main header. This is useful for having multiple rows of data.
Optional Parameters
- linkname: Set this to either the setion name or equal to an anchor value to allows users to click on the move name to get a link that move. This allows for easier linking to moves.
- Note: The section text is case sensitive, and cannot contain spaces. If spaces are needed, use underscores("_") instead.
- anchor: Used as an alternative to section linking, so that you can link to this specific move. For example, having anchor set to "63214X" will allow a link #63214X to the page to this specific move on the page. This allows for easier linking to moves. It is advised that you use section headings instead, but this is an option.
- Note: Similar to image and caption, you are allowed up to 5 usages of anchor by numbering: e.g.: anchor=, anchor2=, ..., anchor5=
- Note: The anchor text is case sensitive, and cannot contain spaces. If spaces are needed, use underscores("_") instead.
- imageSize: Used to override the default image size. Need to specify in pixel width and pixel height (e.g.: 175x250px).
- textonly: If set to "yes", one can get a MoveData template without frame data tables. Not really recommended but the option is there.
Example 1
Green Dragon Wrath 214A/B/C |
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Source
{{MoveData |image=Koihime_Kanu_DragonWrath.png |caption=Normal version |image2=Koihime_Kanu_DragonWrathEX.png |caption2=EX version |name=Green Dragon Wrath |input=214A/B/C |data= {{AttackData-KERRR |version=Normal |damage=90 |guard=Low-Mid |startup=24 |active=3 |recovery=28 |advHit=+6 |advBlock=-12 |attribute=Floor Bounce |description=Overhead with very obvious animation: Jumping downward lunge that moves towards opponent. Projectile invulnerable startup and punishable on standing block but guard crushes on low block for slight frame advantage. Causes Special Down on counter-hit and ground bounces during Hougeki. All versions have the same startup, but travel different distances - A is point blank, C travels the furthest. }} {{AttackData-KERRR |header=no |version=EX |damage=180 |guard=Low-Mid |startup=24 |active=2 |recovery=31 |advHit=+71 |advBlock=-14 |attribute=Blow Away |description= EX version has fully invulnerable startup and knocks down on hit. Does NOT cause Special Down on counter-hit. }} }}
Example 2
5A
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Source
{{MoveData |input=5A |image=UNIST_Hyde_5A.png |caption= |data= {{AttackData-UNI |damage=180 |startup=7 |active=3 |recovery=15 |overall=24 |frameAdv=-6 |cancel=SP,EX,CS |guard=H,L |attribute=Strike |description=Downward sword stab. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does. }} }}
Example 3
Flying Swallow
Flying Swallow 飛燕 63214X |
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Source
=====<font style="visibility:hidden; float:right">Flying Swallow</font>===== {{MoveData |name =Flying Swallow |subtitle=飛燕 |input =63214X |image =UNI_Linne_63214X.png |caption = |linkname=Flying_Swallow |data = {{AttackData-UNI |version =63214A |subtitle =Fast |damage =1122 |mindamage = |guard ={{Property-UNI|Mid}} |cancel ={{Property-UNI|EX|whiff}}, {{Property-UNI|CS|whiff}} |property ={{Property-UNI|Launch}} |cost = |attribute ={{Property-UNI|Strike}} |startup =23 |active =3 |recovery =23 |landing = |overall =48 |frameAdv =-6 |invul =10~25 {{Property-UNI|Foot}} |description= }} {{AttackData-UNI |version =63214B |subtitle =Overhead |damage =1253 |mindamage = |guard ={{Property-UNI|High}} |cancel ={{Property-UNI|EX|whiff}}, {{Property-UNI|CS|whiff}} |property = |cost = |attribute ={{Property-UNI|Strike}} |startup =26 |active =3 |recovery =19 |landing = |overall =47 |frameAdv =-3 |invul =11~28 {{Property-UNI|Foot}} |description= }} {{AttackData-UNI |version =63214C |subtitle =EX Invincible |damage =2010 |mindamage = |guard ={{Property-UNI|Mid}} |cancel ={{Property-UNI|CS|hitonly}} |property ={{Property-UNI|Launch}} |cost =100 {{Property-UNI|exs}} |attribute ={{Property-UNI|Strike}} |startup =1+22 |active =4 |recovery =20 |landing = |overall =46 |frameAdv =-5 |invul =1~13 {{Property-UNI|Full}} |invul2 =14~26 {{Property-UNI|Foot}}/{{Property-UNI|Projectile}} |description=Linne does a flip forward and slashes on the way down. *A version leaps a short distance off the ground. **Mostly used as a combo tool, but can be used to catch backdash or punish certain moves. *B version leaps but leaps higher. **Doesn't launch, but is an overhead. **Whiffs completely over a crouching opponent if too close midscreen, but will always connect in the corner. **Used in some optimal combos after 66B or 6CdlC. **Can link into 5/2A without resources on crouching opponents. *C version leaps like the B version, but has a much larger hitbox. **Mostly used to contest far reaching lows and projectiles due to the invincibility. **Unlike the B version, this will still hit if Linne leaps over the opponent. **Can combo afterwards. }} }}