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{{User:Moxian/SandboxTemplate}} | {{User:Moxian/SandboxTemplate|mergeDemo=no}} | ||
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{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
{{User:Moxian/SandboxTemplate | {{User:Moxian/SandboxTemplate}} | ||
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{{User:Moxian/SandboxTemplate2 | {{User:Moxian/SandboxTemplate2 |
Revision as of 10:22, 12 August 2022
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
local p = {}
local currentFrame = 0
local wikitext = "
function p.drawFrameData(frame)
-- Startup is the first active frame. Sets to true if empty. Otherwise it's false. local startupIsFirstActive if frame.args['startupIsFirstActive'] == nil then startupIsFirstActive = true else startupIsFirstActive = false end -- Startup of move, substract 1 if startupIsFirstActive local startup = frame.args['startup'] if tonumber(startup) ~= nil then if startupIsFirstActive and tonumber(startup) > 0 then startup = tonumber(startup) - 1 end end -- Active of move local active = frame.args['active'] -- Inactive of move local inactive = frame.args['inactive'] -- Recovery of move local recovery = frame.args['recovery'] -- Special Recovery of move local specialRecovery = frame.args['specialRecovery'] -- How many frames into active frames the inactive period occurs local offset = frame.args['offset'] -- Display projectile spawn bar after startup? local isProjectile = frame.args['isProjectile'] drawFrame(startup, "startup") if isProjectile ~= nil thenwikitext = wikitext .. ""
end -- Alternate way of inputting multihits if offset ~= nil then drawFrame(offset, "active") drawFrame(inactive, "inactive") drawFrame(active-offset, "active") else drawFrame(active, "active") end local index = 2 while tonumber(frame.args['active' .. index]) ~= nil or tonumber(frame.args['inactive' .. index]) ~= nil do drawFrame(frame.args['active' .. index], "active") drawFrame(frame.args['inactive' .. index], "inactive") index = index + 1 end drawFrame(recovery, "recovery") drawFrame(specialRecovery, "specialRecovery")wikitext = wikitext .. "
"
return wikitext
end
function drawFrame(frames, frameType)
if tonumber(frames) ~= nil then for i=1, tonumber(frames) do currentFrame = currentFrame + 1
wikitext = wikitext .. "
"
end end
end
return p
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension |
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local p = {}
local currentFrame = 0
local wikitext = "
function p.drawFrameData(frame)
-- Startup is the first active frame. Sets to true if empty. Otherwise it's false. local startupIsFirstActive if frame.args['startupIsFirstActive'] == nil then startupIsFirstActive = true else startupIsFirstActive = false end -- Startup of move, substract 1 if startupIsFirstActive local startup = frame.args['startup'] if tonumber(startup) ~= nil then if startupIsFirstActive and tonumber(startup) > 0 then startup = tonumber(startup) - 1 end end -- Active of move local active = frame.args['active'] -- Inactive of move local inactive = frame.args['inactive'] -- Recovery of move local recovery = frame.args['recovery'] -- Special Recovery of move local specialRecovery = frame.args['specialRecovery'] -- How many frames into active frames the inactive period occurs local offset = frame.args['offset'] -- Display projectile spawn bar after startup? local isProjectile = frame.args['isProjectile'] drawFrame(startup, "startup") if isProjectile ~= nil thenwikitext = wikitext .. ""
end -- Alternate way of inputting multihits if offset ~= nil then drawFrame(offset, "active") drawFrame(inactive, "inactive") drawFrame(active-offset, "active") else drawFrame(active, "active") end local index = 2 while tonumber(frame.args['active' .. index]) ~= nil or tonumber(frame.args['inactive' .. index]) ~= nil do drawFrame(frame.args['active' .. index], "active") drawFrame(frame.args['inactive' .. index], "inactive") index = index + 1 end drawFrame(recovery, "recovery") drawFrame(specialRecovery, "specialRecovery")wikitext = wikitext .. "
"
return wikitext
end
function drawFrame(frames, frameType)
if tonumber(frames) ~= nil then for i=1, tonumber(frames) do currentFrame = currentFrame + 1
wikitext = wikitext .. "
"
end end
end
return p