Template:MoveData

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The goal behind {{MoveData}} is to unify normal and special movelist entries used on character pages across Dream Cancel Wiki. 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, written in the Notation agreed upon by the editors.
  • image: Filename of the image used to depict the attack, automatically resized to 175x250px. Use .png files when possible.
Note: Adding a parameter called "image2" will add a second image right under the first one. This is useful for multiple hits, rekkas, or stance attacks. The template supports up to 10 images.
  • hitbox: Filename of the image used to depict the hitbox of the attack, automatically resized to 175x250px. Use .png files when possible.
Note: Adding a parameter called "hitbox2" will add a second image right under the first one. This is useful for multiple hits, rekkas, or stance attacks. The template supports up to 10 hitbox 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=).

Optional Parameters

  • 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.
  • imageSize: Used to override the default image size. Need to specify in pixel width and pixel height (e.g.: 175x250px).
  • Images and hitboxes will be automatically displayed under "Images" and "Hitboxes" tabbers respectively. Use tab1 and tab2 to provide different names for said tabbers.
  • Tabbers disable the auto-resize function of the image block, thus introducing bothersome sliders for bigger images, instead of stretching the block. Use size to forcibly change the size of the image block. Size preferably written in % (like 20%) or em but px values are accepted.

Example 1

5C
RBFF2 Kim 5C.jpg
Don't.
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23/23 4/22*2 7 8 32 -10 -16 HL No - No

Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit though it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced n.5C attempt and feel bad as a result. Best to just avoid this one.

Source
{{MoveData
|image=RBFF2_Kim_5C.jpg
|caption=Don't.
|name=5C
|data=
 {{AttackData-RBFF2 
 |damage=23/23
 |stun=4/22*2
 |startup=7
 |active=8
 |recovery=32
 |hitAdv=-10
 |blockAdv=-16
 |guard=HL
 |cancel= No
 |juggle= No
 |description= Hits twice for decent damage, but not consistently as the first hit has shorter range than the second. It's -10 on hit though it does push back. It's a lightning rod for punishment. More often than not, you're going to hit this by accident off a poorly spaced n.5C attempt and feel bad as a result. Best to just avoid this one.
 }}
}}

Example 2

Karin
5S
SNHK Mian 5S.png
SNHK Mian 5SEX.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 100 17 - - SKD/-17 -15/-24 19 17 1

Mian delivers a series of 6 hits that launches an opponent upward. If they’re standing when this hits, all 6 hits will connect, popping them up high. If they’re airborne or already being juggled, you won’t get all the hits and they won’t be popped up as high. Like other moves, you can hit this one twice before the game says you can’t do it anymore.

EX 110 17 - - SKD -6 19 17 0

On activation, EX version moves you forward a longer distance and is 9 hits instead of 6 on a standing opponent. Recovery is a little quicker, so like the original you can follow up on it. Damage wise though, it's not a huge increase compared to the regular version.

Source
{{MoveData
|image=SNHK_Mian_5S.png
|caption=
|image2=SNHK_Mian_5SEX.png
|caption2=
|name=Karin
|input=5S
|data=
 {{AttackData-SNKH
 |version=Normal
 |damage=100
 |startup=17
 |active=
 |recovery=
 |hitAdv=SKD/-17
 |blockAdv=-15/-24
 |HTC=19
 |BTC=17
 |spirit=1
 |description=Mian delivers a series of 6 hits that launches an opponent upward. If they’re standing when this hits, all 6 hits will connect, popping them up high. If they’re airborne or already being juggled, you won’t get all the hits and they won’t be popped up as high. Like other moves, you can hit this one twice before the game says you can’t do it anymore.
 }}
 {{AttackData-SNKH
 |header=no
 |version=EX
 |damage=110
 |startup=17
 |active=
 |recovery=
 |hitAdv=SKD
 |blockAdv=-6
 |HTC=19
 |BTC=17
 |spirit=0
 |description=On activation, EX version moves you forward a longer distance and is 9 hits instead of 6 on a standing opponent. Recovery is a little quicker, so like the original you can follow up on it. Damage wise though, it's not a huge increase compared to the regular version.
 }}
}}

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