Template:MovesetTable: Difference between revisions

m
You just made the If statement do nothing and break Giga Bowser (SSBU) and other characters without grabs, it was already capped off. The issue is a newline
(changing optional stuff from "needs a name to display" to "needs a description to display")
m (You just made the If statement do nothing and break Giga Bowser (SSBU) and other characters without grabs, it was already capped off. The issue is a newline)
(16 intermediate revisions by 6 users not shown)
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{{!}}-
{{!}}-
!{{{customcolumns}}}|!colspan="2"{{!}} !!Name!!Damage!!Description}}
!{{{customcolumns}}}|!colspan="2"{{!}} !!Name!!Damage!!Description}}
{{MovesetTable/Neutrals
{{#ifeq:{{{neutraldesc}}}|none||{{MovesetTable/Neutrals
|count={{{neutralcount|2}}}
|count={{{neutralcount|2}}}
|inf={{{neutralinf|}}}
|inf={{{neutralinf|}}}
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|neutral10dmg={{{neutral10dmg}}}
|neutral10dmg={{{neutral10dmg}}}
|neutralinfdmg={{{neutralinfdmg}}}
|neutralinfdmg={{{neutralinfdmg}}}
}}
}}}}
{{MovesetTable/Tilts
{{MovesetTable/Tilts
|angles={{{ftiltangles|1}}}
|angles={{{ftiltangles|1}}}
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}}
}}
{{MovesetTable/Aerials
{{MovesetTable/Aerials
|naircount={{{naircount|1}}}
|nairname={{{nairname}}}
|nairname={{{nairname}}}
|nairdmg={{{nairdmg}}}
|nairdmg={{{nairdmg}}}
|nair2dmg={{{nair2dmg}}}
|nair3dmg={{{nair3dmg}}}
|nairdesc={{{nairdesc}}}
|nairdesc={{{nairdesc}}}
|faircount={{{faircount|1}}}
|faircount={{{faircount|1}}}
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|glidedesc={{{glidedesc|}}}
|glidedesc={{{glidedesc|}}}
}}
}}
{{#ifeq:{{{grabdesc}}}|none||
{{MovesetTable/Throws
{{MovesetTable/Throws
|game={{{game|}}}
|game={{{game|}}}
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|cthrowdmg={{{cthrowdmg}}}
|cthrowdmg={{{cthrowdmg}}}
|cthrowdesc={{{cthrowdesc|}}}
|cthrowdesc={{{cthrowdesc|}}}
}}
}}}}
{{MovesetTable/Recoveries
{{MovesetTable/Recoveries
|game={{{game|}}}
|game={{{game|}}}
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|edgedmg={{{edgedmg}}}
|edgedmg={{{edgedmg}}}
|edgedesc={{{edgedesc}}}
|edgedesc={{{edgedesc}}}
|footstooledattackname={{{footstooledattackname}}}
|footstooledattackdmg={{{footstooledattackdmg}}}
|footstooledattackdesc={{{footstooledattackdesc|}}}
|dodgeattackname={{{dodgeattackname}}}
|dodgeattackdmg={{{dodgeattackdmg}}}
|dodgeattackdesc={{{dodgeattackdesc|}}}
}}
}}
{{MovesetTable/Specials
{{MovesetTable/Specials
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|fsdmg={{{fsdmg}}}
|fsdmg={{{fsdmg}}}
|fsdesc={{{fsdesc}}}
|fsdesc={{{fsdesc}}}
|tauntname={{{tauntname}}}
|tauntdmg={{{tauntdmg}}}
|tauntdesc={{{tauntdesc|}}}
|utauntname={{{utauntname}}}
|utauntdmg={{{utauntdmg}}}
|utauntdesc={{{utauntdesc|}}}
|stauntname={{{stauntname}}}
|stauntdmg={{{stauntdmg}}}
|stauntdesc={{{stauntdesc|}}}
|dtauntname={{{dtauntname}}}
|dtauntdmg={{{dtauntdmg}}}
|dtauntdesc={{{dtauntdesc|}}}
}}
}}
|}<noinclude>
|}<noinclude>
==Usage==
==Usage==
Basically, fill in the following fields:
Basically, fill in the following fields:


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===Notes===
===Notes===
*Neutral combos, f-tilt combos, and f-air combos have a max count of 3; d-tilts and f-smashes a max count of 2. This is number of ''separate parts'', not ''distinct hits''; if you only press the button once and all the hits come out, the count is 1.
*Neutral attacks have a max count of 10; up-forward tilts have a max count of 4; f-tilts, n-airs, and f-airs have a max count of 3; u-tilts, d-tilts, f-smashes, and down-forward tilts have a max count of 2. This is number of ''separate parts'', not ''distinct hits''; if you only press the button once and one animation with all the hits comes out, the count is 1.
*F-tilts and f-smashes can have 1, 3, or 5 angles. Anything else will report an error.
*F-tilts and f-smashes can have 1, 3, or 5 angles. Anything else will report an error.
*Set <code>diagonaltilts=y</code> or <code>crouchattacks=y</code> for characters that have them. Currently, it's assumed that having one means you have them all.
*Set <code>diagonaltilts=y</code> or <code>crouchattacks=y</code> for characters that have them. Currently, it's assumed that having one means you have them all.
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**<code>zairdesc</code> - grab aerial
**<code>zairdesc</code> - grab aerial
**<code>glidedesc</code> - glide attack
**<code>glidedesc</code> - glide attack
**<code>footstooledattackdesc</code> - footstooled attack
**<code>dodgeattackdesc</code> - dodge attack
**<code>cthrowdesc</code> - command input throw
**<code>cthrowdesc</code> - command input throw
**<code>cidesc</code> - command input
**<code>cidesc</code> - command input
**<code>ci#desc</code> - command input # (max 3)
**<code>ci#desc</code> - command input # (max 3)
**<code>tauntdesc</code> - taunt (also utaunt, staunt, and dtaunt)
**Any other row can be hidden if its description is set to <code>none</code>. Intended only for cases where a character literally has no response to that input, not cases where one move is kind of part of another like Mega Man's f-tilt.
***If the grab row is hidden, so are the pummel and throw rows.
*For special moves whose name doesn't redirect to their page name (such as [[Bomb]]), set <code>xspage</code> (where the "x" matches the move's direction) to the target page.
*For special moves whose name doesn't redirect to their page name (such as [[Bomb]]), set <code>xspage</code> (where the "x" matches the move's direction) to the target page.
*For SSB4's DLC characters, add <code>nocustoms=y</code>. This will set the game to "ssb4nc" in the specials subtable and thus disable customs display.
*For SSB4's DLC characters, add <code>nocustoms=y</code>. This will set the game to "ssb4nc" in the specials subtable and thus disable customs display.
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