http://bg-wiki.com/bg/Tiger_%28MON%29
You can basically pasta the code from that onto other pages.
http://bg-wiki.com/bg/Tiger_%28MON%29
You can basically pasta the code from that onto other pages.
http://www.bluegartr.com/threads/117...=1#post5845952
Reminder when we look at this.
Added DAT mined abilities. Idk if they implemented every ability, but they're there. These, I didn't add since idk would use them:
Spoiler: show
Okay, the last four are on the wiki now.
I added automatic linking to the Monster pages, so as soon as an "<Ability Name> (MON)" page is made, the link will create itself. Be aware that this might take a few minutes due to caching.
Example: https://www.bg-wiki.com/bg/Rabbit_%28MON%29
To display that, we use the abilities list for each species (The four pink tables).
Sorry just noticed the Species notes
I'm not sure what we're supposed to do with the traits fields on these Monster pages. They're going to be really big and bloated for MainJob/MainJob monsters if we actually try to fill them out. For now I'm just putting in TP moves.
Nevermind, can't get them to work with multiple lines either.
Traits is just for mob traits (ex: Resists petrification) . We can link job traits fairly easy. For abilities, you just list them using commas (ex: Whirl, Kick, Other ability, etc). If you indent and use #, you should see the note appear.
Species notes just seem useless, unless you mean like diremites having innate resistance to sleep or scorps resistance to poison, because the traits are going to be defined by job.
Why not just add an extra column titled "Species Restriction" and list what species the JA/WS is available on? I tried to copy the code to make an example, but yeah, im bad at that.
Code:Monsterskills Name Lv. TP Species CT Yalms Area Targets Description Foot Kick 1 100 All Instant Single Deals critical damage. Dust Cloud 10 80 Base Conal Deals earth damage to enemies... Whirl Claws 20 180 All AoE Deals 200% physical damage to all... Wild Carrot 30 100 All Self Restores caster's HP. Snow Cloud 50 100 White Conal Deals ice damage to enemies ... Wild Ginseng 50 100 White Self Grants the effects of "Blink," "Ha...
or instead of listing which species it can use by name, can either numericize the species up top and list it like that, or have little species icons representing which can and cant use a move.
I would put it all the way on the right side of the table but yeah, I think that makes more sense than listing most of the same moves over and over like we have now. I would replace the existing monster skills column with stat multipliers maybe. We're also still missing size/movement speed from the top table.
For the traits, it means resistances/immunities/whatever that's specific to monster families/species, not jobs. Like peiste has extreme resistance to slow/poison/petrify that you would put there. How should we word these type of resistances thou? They're just high meva to those statuses, not "Resist!" type job traits or gear/instincts. Putting down "Resist Petrify" or whatever would imply the latter.
Traits is as you described (Diremite resistance to sleep; Sasori resistance to poison, etc). They're used to detail mob-specific traits rather than existing traits.
I considered species per ability but found these problems with them:
Icons: Much more work for us and users would need to find the icon and paste if the icon isn't there already
List species: Too much of a wild card. We have an undefined number of models attached to an undefined number of TP moves. In some cases, nearly every model could use an ability and other instances would have a limited selection of models with an abilities. That means, at some point, the list becomes crowded. Since we're trying to limit vertical space (Each ability should take a single line unless the description exceeds that), we wish to avoid designs that would exceed single lines.
Quicker abilities reference: Players can skim through a list of abilities instead of
Redundancy: Typically, there are more abilities than species, so the decision is between paste 1-4x and paste 1-8x.
Numeric lists: This could work, but there are some concerns. First, this complicates the information because you need to find the ability, find the numerical species value, and then find the key that details the meaning of each numerical value (Unless, for whatever reason, you've arbitrarily memorized the numerical value of the species). Two, users need to understand and add the species number each time they add a species. Species name, main, and sub are common terms, but they may not realize that the number used is arbitrary (Insofar as no other species shares that number), so they may choose to ignore that field.
Similar to ingame experience: Within the game, the player can view abilities per species. However, a list of species per ability requires you to go through each species and check for an ability or check each species and compare the list of abilities to see if a species doesn't access that ability. For instance:
Check Rabbit > Write abilities > Add to species list (Complete this with one check for each species)
v
Check Abilities list > Check each species individually > Write whether the species has that ability or write a complete list > Repeat for each species/ability (Requires multiple checks) or Compare list for each ability (Requires the list comparison and easier for individual to skim past or miss an ability)
Edit: As for multipliers, we prefer to keep that to the individual mechanics page to avoid redundancy. The less we have to add per ability, the better. The movement speed is a trait, so that has a section. Perhaps if we renamed "Traits" to "Notes" that would make the section clearer.
When I say multipliers I mean the bonus/penalty % atk/def (and I assume acc/eva) that different families/species have. I guess you could put those as 'traits' like movement speed and size, but that all seems silly to me, when every mob has a speed/size/stat multipliers. Why wouldn't those just have their own column somewhere?
How is the current format going to work for families that have a ton of species? I mean, do we really need six different TP move tables for mandragora, instead of just setting aside a column for notes like 'adenium only'?
The more we specify, the more have to reedit when new shit pops up. Existing equation broken? New tables. Multiplier turns out to be two pieces? New tables. Each time we have to add to the table, we need to edit the table template, the row template, and then run through every page and add new variables to avoid broken tables (Remove one of the |Species.X lines to see what I mean). A quick browse at the abilities thread indicates we have merely speculation about abilities (See Byrth's post). I'm not sure what you're asking, specifically, in regards to ability. A general "Multipliers" section makes zero sense without context. If you mean stuff like "Has has attack" or "Has high evasion", they're precisely the type of stuff we use notes to achieve.
Mob size and speed is doable within the first table, but speed, in particular, is an arbitrary distinction from traits/notes.
A general notes section for abilities is ambiguous. Is the section blank because every mob receives the ability or because the no one edit the section? Just because users add an ability, that doesn't mean they contribute the entirety of information about that ability. That's the same reason we added question marks to bestiary pages instead of leaving them blank.
In short, mob size addition is fine. Mechanics should stay either with the respective ability page or a generic mechanics page when the details appear (Generic paged is better for comparison purposes). Generic notes per ability is ambiguous for readers because they don't know whether the cell lacks edits or if the ability applies to every species. Finally, much of this is asking for a major rewrite of these pages; yet, very few of them even have contributions. There's little motivation to waste my evening exporting and revamping templates, pages, and variables if no one is going to bother editing them.