Help:Editing Frame Data: Difference between revisions

Help page
No edit summary
(Added some information on formatting written data)
 
(4 intermediate revisions by one other user not shown)
Line 1: Line 1:
Frame data for the newer games is stored on a separate page under <code>${Game Abbreviation}/${Character}/Data</code> ex <code>DBFZ/Trunks/Data</code>. This is so all the values are in one place and is meant to solve the issue of people updating the frame data on a character page, but not the frame data page. We use a plugin called [https://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion Labeled Section Transclusion] to achieve this.
Frame data for the newer games is stored on a separate page under <code>${Game Abbreviation}/${Character}/Data</code> ex <code>DBFZ/Trunks/Data</code>. This is so all the values are in one place and is meant to solve the issue of people updating the frame data on a character page, but not the frame data page.  


Each move has a section <code>${X} Data</code>. This section contains two section tags: <code>${X}</code> and <code>${X} Extra</code>. For example, [[DBFZ/Trunks/Data|Trunk's data page]] has a section called <code>5L Data</code> with section tags <code>5L</code> and <code>5L Extra</code>. The former is for standard frame data while the later is for additional fields.
We use the plugin [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] to achieve this. Older pages use [https://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion Labeled Section Transclusion], but this way of adding frame data is deprecated and not advised (specifically LST is fine, but using it for frame data is not).


You can find links to these Data pages at the bottom of each character's page. Be sure to edit both templates so they stay in sync with each other!
Each move has a section <code>${X} Data</code> that contains the data used by the other pages.
 
==Cargo==
Games that use Cargo have a template that contains all the frame data for a character that populates a database that we later retrieve values from on various character pages. For example [[DBFZ/Trunks/Data]] has the data that populates [[DBFZ/Trunks]] and [[DBFZ/Trunks/Frame Data]]
 
 
==Labeled Section Transclusion (Deprecated)==
Games that use Labeled Section Transclusion contain two section tags: <code>${X}</code> and <code>${X} Extra</code>. For example, [[P4AU/Yosuke Hanamura/Data]] has a section called <code>5A Data</code> with section tags <code>5A</code> and <code>5A Extra</code>. The former is for standard frame data while the later is for additional fields.
 
==Formatting and Notation==
 
Some data is more complex and needs structure and markup to help indicate its meaning. This is very case-by-case but it is important to maintain consistency for ease of reading across the site.
 
===Differing States===
If the data has distinct possible outcomes, such as a move when it's charged up, or hitting Clean Hit, it will have multiple pieces of data combined together.
 
* Primary data is written as normal.
* Secondary data is written between [ ].
* Tertiary data is written between { }.
 
You should ''not'' use either ( ) or < > as these have other uses within data.
 
For example a move may be shown as dealing <code>100 {120} [140]</code> damage, to cover three distinct outcomes for it.
 
===Contextual Information===
If the data needs to provide further context, it can provide an extremely brief note between parentheses ( ).
 
This should never be more than a single word or a few letters at most. If further explanation is needed, it probably isn't suitable for writing into data.
 
For example a move may show <code>+4 (IAD)</code> in the On-block data, to indicate this is the on-block specifically from an Instant Airdash.
 
===Number ranges===
When presenting a number range, there are two kinds that may be written.
 
* A progressive range uses a <code>-</code> hyphen. e.g. <code>4-11F Strike</code> to show a move is Strike invuln from frame 4 to frame 11.
* A variable number uses a <code>~</code> tilde. e.g. <code>-2~+2</code> shows a move's on-block is variable, from as low as -2 to as high as +2.

Latest revision as of 23:52, 4 December 2023

Frame data for the newer games is stored on a separate page under ${Game Abbreviation}/${Character}/Data ex DBFZ/Trunks/Data. This is so all the values are in one place and is meant to solve the issue of people updating the frame data on a character page, but not the frame data page.

We use the plugin Cargo to achieve this. Older pages use Labeled Section Transclusion, but this way of adding frame data is deprecated and not advised (specifically LST is fine, but using it for frame data is not).

Each move has a section ${X} Data that contains the data used by the other pages.

Cargo

Games that use Cargo have a template that contains all the frame data for a character that populates a database that we later retrieve values from on various character pages. For example DBFZ/Trunks/Data has the data that populates DBFZ/Trunks and DBFZ/Trunks/Frame Data


Labeled Section Transclusion (Deprecated)

Games that use Labeled Section Transclusion contain two section tags: ${X} and ${X} Extra. For example, P4AU/Yosuke Hanamura/Data has a section called 5A Data with section tags 5A and 5A Extra. The former is for standard frame data while the later is for additional fields.

Formatting and Notation

Some data is more complex and needs structure and markup to help indicate its meaning. This is very case-by-case but it is important to maintain consistency for ease of reading across the site.

Differing States

If the data has distinct possible outcomes, such as a move when it's charged up, or hitting Clean Hit, it will have multiple pieces of data combined together.

  • Primary data is written as normal.
  • Secondary data is written between [ ].
  • Tertiary data is written between { }.

You should not use either ( ) or < > as these have other uses within data.

For example a move may be shown as dealing 100 {120} [140] damage, to cover three distinct outcomes for it.

Contextual Information

If the data needs to provide further context, it can provide an extremely brief note between parentheses ( ).

This should never be more than a single word or a few letters at most. If further explanation is needed, it probably isn't suitable for writing into data.

For example a move may show +4 (IAD) in the On-block data, to indicate this is the on-block specifically from an Instant Airdash.

Number ranges

When presenting a number range, there are two kinds that may be written.

  • A progressive range uses a - hyphen. e.g. 4-11F Strike to show a move is Strike invuln from frame 4 to frame 11.
  • A variable number uses a ~ tilde. e.g. -2~+2 shows a move's on-block is variable, from as low as -2 to as high as +2.