Difference between revisions of "Template:MoveData-KOF98FE/Documentation"
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Storing a character's moves should be done in their '''data''' subpage due to be linked in the bottom external links section of the main page. The format to follow can be found [[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Data|here]]. | Storing a character's moves should be done in their '''data''' subpage due to be linked in the bottom external links section of the main page. The format to follow can be found [[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Data|here]]. | ||
== Parameters == | |||
{{cot|How to use each parameter}} | |||
===Main Parameters=== | ===Main Parameters=== | ||
* <u>'''character'''</u>: Character's official full name. Not Kensou and Mary but Sie Kensou and Blue Mary. | * <u>'''character'''</u>: Character's official full name. Not Kensou and Mary but Sie Kensou and Blue Mary. | ||
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* <u>'''header'''</u>: When displaying the move's data, if '''yes''' or '''no''' the (damage, guard, etc) header should be displayed "again". The first move should always be set to "yes" (or nothing as the default is yes). | * <u>'''header'''</u>: When displaying the move's data, if '''yes''' or '''no''' the (damage, guard, etc) header should be displayed "again". The first move should always be set to "yes" (or nothing as the default is yes). | ||
: Typically, set the header to yes if there'll be a big enough description separing two moves' data to warrant showing the header again. Set it to no otherwise. | : Typically, set the header to yes if there'll be a big enough description separing two moves' data to warrant showing the header again. Set it to no otherwise. | ||
{{cob}} | |||
== Example == | == Example == |
Revision as of 10:54, 14 February 2022
{{MoveData-KOF98FE | character = | moveId = | name = | input = | images = | hitboxes = | damage = | counter = | stun = | guard = | cancel = | startup = | active = | recovery = | hitadv = | blockadv = | invul = }}
Usage
This template defines and stores values, in this case moves' data, in the MoveData_KOF98FE Cargo Table to then be queried by Template:FrameData-KOF98FE/Query and make tables using Template:FrameDataCargo-KOF98FE. It also serves as a tooltip.
Storing a character's moves should be done in their data subpage due to be linked in the bottom external links section of the main page. The format to follow can be found here.
Parameters
How to use each parameter
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Main Parameters
Secondary ParametersSecundary parameters are for further preparing data for moves with multiple versions/follow-ups and as such, these parameters only show in the output of Template:FrameDataCargo-KOF98FE.
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Example
Joe's st.A data you can find here.
Joe Higashi joe_sta | ||||||||||
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st.A
st.A stand A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | CounterDamage dealt by the move on counter hit. 10 is 1%. | Stunz (x+y) means the move has two hits. The first does x stun points, the second does y, for a total of z.Stun dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
25 | 40 | 16 | Mid | C | 5 | 2 | 8 | +2 | 0 | - |
Source
{{MoveData-KOF98FE | character = Joe Higashi | moveId = joe_sta | name = stand A | input = st.A | images = 98FE_Joe_st.A_2_ima.png | hitboxes = 98FE_Joe_st.A_2.png | damage = 25 | counter = 40 | stun = 16 | guard = Mid | cancel = C | startup = 5 | active = 2 | recovery = 8 | hitadv = +2 | blockadv = 0 | invul = }}