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Wiki | |||
* | == SFV Wiki structure draft == | ||
* | |||
* | '''Bold''' indicates a top level page. Bullet points below represent headers and subheaders. | ||
* | |||
* | * '''Controls''' | ||
* | ** Controls | ||
* | *** Motion Notation | ||
* | ** Japan vs USA Naming | ||
* | ** Input shortcuts | ||
* | * '''HUD''' | ||
* | ** Life Meter | ||
* | *** Grey Life | ||
* | ** Critical Art Meter | ||
* | ** V Gauge | ||
* | ** Stun Meter | ||
* | ** Timer | ||
* | * '''V System''' | ||
* | ** V Shift | ||
* | ** V Skill | ||
* | ** V Trigger | ||
* | ** V Reversal | ||
* | * '''Movement''' | ||
* | ** Basic Movement | ||
* | ** Forward/Back Dash | ||
* | ** Pre-Jump frames | ||
* | ** Landing Recovery | ||
* | * '''Offense''' | ||
** Frame Traps | |||
** Meaties | |||
** Counter Hits | |||
** Normals | |||
** Command Normals | |||
** Target combos | |||
** Special moves | |||
** EX Specials | |||
** Critical Arts | |||
** Throws | |||
*** Tech | |||
*** Command throws | |||
*** Air throws | |||
*** Throw ranges | |||
** Projectiles | |||
* '''Defense''' | |||
** Blocking | |||
*** Prox Blocking | |||
** Wake up options | |||
*** Quick | |||
*** Back | |||
*** Delay | |||
*** Throw Invincibility | |||
*** Taunts | |||
** Invincibility | |||
** Reversals | |||
** Armored Moves | |||
* '''Advanced''' | |||
** Hit/Hurtboxes | |||
** Collision boxes | |||
** Option Select | |||
* '''Combos''' | |||
** Combo System | |||
** Juggles | |||
* '''Game Data''' | |||
** Damage Scaling | |||
** Hit Priority | |||
** Input Priority | |||
** Hit/Block Stun/Stop | |||
** Frame data | |||
*** Move stages | |||
== Flex attack template sandbox == | == Flex attack template sandbox == |
Revision as of 15:33, 23 February 2021
SFV Wiki structure draft
Bold indicates a top level page. Bullet points below represent headers and subheaders.
- Controls
- Controls
- Motion Notation
- Japan vs USA Naming
- Input shortcuts
- Controls
- HUD
- Life Meter
- Grey Life
- Critical Art Meter
- V Gauge
- Stun Meter
- Timer
- Life Meter
- V System
- V Shift
- V Skill
- V Trigger
- V Reversal
- Movement
- Basic Movement
- Forward/Back Dash
- Pre-Jump frames
- Landing Recovery
- Offense
- Frame Traps
- Meaties
- Counter Hits
- Normals
- Command Normals
- Target combos
- Special moves
- EX Specials
- Critical Arts
- Throws
- Tech
- Command throws
- Air throws
- Throw ranges
- Projectiles
- Defense
- Blocking
- Prox Blocking
- Wake up options
- Quick
- Back
- Delay
- Throw Invincibility
- Taunts
- Invincibility
- Reversals
- Armored Moves
- Blocking
- Advanced
- Hit/Hurtboxes
- Collision boxes
- Option Select
- Combos
- Combo System
- Juggles
- Game Data
- Damage Scaling
- Hit Priority
- Input Priority
- Hit/Block Stun/Stop
- Frame data
- Move stages
Flex attack template sandbox
Game agnostic workflow:
- Make a "character page" and a "data" page exclusively for them.
- Write out a section of tables that apply to one move on the data page.
- Set up a move template on the main character page: Add a picture, transclude the section for that move on the data page, and add a description.
- Rinse and repeat for all moves. This separates extensive data sheets from extra fluff related to the presentation, while making both sides easier to edit.
Fields:
- Name: move name.
- Input: input notation i.e. st.
- Image: filename of the relevant image.
- Caption: short description below image.
- Desc: longer form description. Could be transcluded from data page?
- Data: Data page section with tables to fill.