-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

Template:MoveData-KOF98FE/Documentation: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Franck Frost (talk | contribs)
No edit summary
Tag: Manual revert
Franck Frost (talk | contribs)
No edit summary
Line 35: Line 35:
{{DocParam| name || The move's full name. Not st.A and j.C but stand A and jump C.}}
{{DocParam| name || The move's full name. Not st.A and j.C but stand A and jump C.}}
{{DocParam| input || The move's input as would be written going by the [[The_King_of_Fighters_%2798_UMFE/Controls|Notation]]. It should respect case sensitiveness, b being back and B being light kick.}}
{{DocParam| input || The move's input as would be written going by the [[The_King_of_Fighters_%2798_UMFE/Controls|Notation]]. It should respect case sensitiveness, b being back and B being light kick.}}
{{DocParam| images || The move's image file(s). Multiple file names should be separated by commas and ordered from first to last.}}
{{DocParam| images || The move's image file(s). Multiple file names should be separated by commas and ordered from first to last.
{{DocParam| hitboxes || The move's hitbox file(s). Multiple file names should be separated by commas and ordered from first to last.}}
: Please name the files as <code>98FE_Character_Move_ima.png</code>. If a move warrants multiple images, use <code>98FE_Character_Move_1_ima.png</code> then with 2, 3 and so on.}}
{{DocParam| hitboxes || The move's hitbox file(s). Multiple file names should be separated by commas and ordered from first to last.
: Please name the files as <code>98FE_Character_Move.png</code>. If a move warrants multiple images, use <code>98FE_Character_Move_1.png</code> then with 2, 3 and so on.}}
{{DocParam| damage || The move's damage value, 10 being 1%.
{{DocParam| damage || The move's damage value, 10 being 1%.
: Moves with a few hits should be recorded as "z (x+y)" where x is the first hit's damage, y the second's and z the total.}}
: Moves with a few hits should be recorded as "z (x+y)" where x is the first hit's damage, y the second's and z the total.}}

Revision as of 22:31, 4 September 2022

{{MoveData-KOF98FE | character =  | moveId = 
| name		= 
| idle		= 
| rank		= 
| 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 following a move header or a char's data header. Said data is then queried by Template:FrameData-KOF98FE/Query and made tables of 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

Main Parameters

| character =

Character's official full name. Not Kensou and Mary but Sie Kensou and Blue Mary.

| moveId =

The move's identification code. It should be written as the character's common name then an underscore followed by the move's input without dot/comma and with an eventual "raw" or "can" mention for relevant command normals. The Id isn't case sensitive but maj's should be avoided.
Joe's st.A's Id is "joe_sta". Find more examples here.

| idle =

Whether the move is a char's basic action (standing, jumping, etc), in order to use the more appropriate Template:MoveData-KOF98FE/CharHeader.
The action has to be registered with idle set to yes. Idle defaults to no otherwise.

| rank =

Rank the character's basic action. Group height for standing/crouching; speed rank for run/walk and frames away from average for wake-up/recovery roll.

| name =

The move's full name. Not st.A and j.C but stand A and jump C.

| input =

The move's input as would be written going by the Notation. It should respect case sensitiveness, b being back and B being light kick.

| images =

The move's image file(s). Multiple file names should be separated by commas and ordered from first to last.
Please name the files as 98FE_Character_Move_ima.png. If a move warrants multiple images, use 98FE_Character_Move_1_ima.png then with 2, 3 and so on.

| hitboxes =

The move's hitbox file(s). Multiple file names should be separated by commas and ordered from first to last.
Please name the files as 98FE_Character_Move.png. If a move warrants multiple images, use 98FE_Character_Move_1.png then with 2, 3 and so on.

| damage =

The move's damage value, 10 being 1%.
Moves with a few hits should be recorded as "z (x+y)" where x is the first hit's damage, y the second's and z the total.

| guard =

How the move has to be blocked. To be left empty for Throws and unblockables. Otherwise, use Low, Mid and High.
Next to either of those, (1) would mean only the first hit has to be blocked that way, (2) the second and nothing that the entire move has to be blocked said way.

| cancel =

Whether this move is cancelable.
Next to either of those, (1) would mean only the first hit is cancelable, (2) the second, (x~y) every hit from x to y and nothing that the entire move is cancelable.

| startup =

The move's startup, first active frame included.

| active =

The move's active frames.
Moves with a few hits should be recorded as "x, (y), z" where the 1st is active for x frames, followed by a y frame gap before the 2nd becomes active for z frames.

| recovery =

The move's recovery frames.

| hitadv =

The move's frame advantage on hit. Use [[The_King_of_Fighters_%2798_UMFE/System#Universal_Mechanics|SKD]] for soft knockdown and [[The_King_of_Fighters_%2798_UMFE/System#Universal_Mechanics|HKD]] for hard.
x ~ y would mean the move has different frame advantage depending on range. x when done point-blank and y on the tip.

| blockadv =

The move's frame advantage on block.
x ~ y would mean the move has different frame advantage depending on range. x when done point-blank and y on the tip.

| invuln =

Eventual throw and/or hit invincibility the move would have, recorded as (frames)_TYPE_(Location). Startup or Active may be used to note the frame range when it matches closely.
(Startup) would mean the move is invincible until after its 1st active frame. (Startup - 1) would mean that it's invincible until its 1st active frame.

Secondary Parameters

Secundary 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.
| version =

Name to identify the version/follow-up. A neutral jump B's version would be exactly that name while Kyo's canceled f+B would be "Canceled into".

| version2 =

The move's version written in a secondary notation, like numpad. If defined, it'll display when the user's mouse hovers over the main version.

| orderId =

A number defining in what order the data for the versions/follow-ups of the move will be displayed. Start at 1 and add 1 each time.
Jump moves should be displayed in "hop, jump, neutral jump" order and command normals in "Raw, Canceled into" order.

| header =

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 separating two moves' data to warrant showing the header again. Set it to no otherwise.

| display =

Change the display size for the image and hitbox on the data subpage. Not part of the cargo info.


Example

Joe's st.A data you can find here.


Joe Higashi
joe_sta
st.A
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 NOT 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.
254016MidC528+20-
Source
{{MoveData-KOF98FE | character = Joe Higashi | moveId = joe_sta
| name		= stand A
| input		= st.A
| input2	= 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		= 
}}