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{{Uses Cargo|Special:CargoTables/Move}} | {{Uses Cargo|Special:CargoTables/Move}} | ||
{{Lua|Module:Move|Module:Game}} | |||
{{Navbox Cargo}} | |||
{{Hatnote|{{tl|Move7}} is the same as {{tl|Move}} but saves data to [[Special:CargoTables/Move7]] instead.}} | |||
This template | This template shows detailed information for a single move and stores that information in a database. It should only be used in [[movelist]]s. Outside of movelists, you likely want to use {{tl|MoveQuery}} or {{tl|MoveDisplay}} instead. | ||
See [[Wavu:Movelist]] for how movelists should be organized. | |||
== Usage == | == Usage == | ||
<syntaxhighlight lang="html"> | <syntaxhighlight lang="html"> | ||
{{MoveDataHeader}} <!-- | {{MoveDataHeader}} <!-- included at the top of each section in a movelist --> | ||
{{Move | {{Move | ||
|id= | |id=... | ||
|input= | |input=... | ||
}} | }} | ||
</syntaxhighlight> | |||
== Parameters == | |||
The only required parameters are <code>id</code> and <code>input</code>. All others are blank by default and can be left blank without issue. | |||
If the <code>name</code>, <code>startup</code>, <code>crush</code>, or <code>notes</code> parameters have multiple values, use a {{tl|Plainlist}}. Exception is if the <code>startup</code> is two short values and it would look better with a space instead of a line break. | |||
|startup | <syntaxhighlight lang="html"> | ||
|startup=i55 i68 | |||
| | |crush={{Plainlist| | ||
| | * cs25~45 | ||
* js45~}} | |||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * Homing | ||
* | * Tailspin}} | ||
}} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 56: | Line 38: | ||
* Link to the combo page if it leads to a combo (even if the page doesn't exist yet). | * Link to the combo page if it leads to a combo (even if the page doesn't exist yet). | ||
* Always write +0. Do NOT use -0 or 0 without an operator. | * Always write +0. Do NOT use -0 or 0 without an operator. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Parameter !! | ! Parameter !! Description !! Example | ||
|- | |- | ||
| <code>id</code> | | <code>id</code> | ||
| A unique id for the move. Usually equal to <code>${fighterName}-${fullInput}</code>. | | A unique id for the move. Usually equal to <code>${fighterName}-${fullInput}</code>. | ||
* | | | ||
* <code>Jin-1,2,3</code> | |||
* <code>King-df+1</code> | |||
|- | |||
| <code>parent</code> | |||
| The parent of the move, if any. Usually this is previous move in the string. Parent move itself must be defined before its child. | |||
| <code>Jin-1,2</code> is a parent of <code>Jin-1,2,3</code>. | |||
|- | |- | ||
| <code>input</code> | | <code>input</code> | ||
| The primary canonical input of the move, not including previous moves in the string. This should not include any aliases or alternates, which are indicated by <code>alias</code> and <code>alt</code> respectively. | |||
| The input of the move, not including previous moves in the string. Start with a comma if there were previous moves. Start with a <code>:</code> or <code>~</code> instead if that's what the notation calls for, but write the colon as <code>&#58;</code> or it'll break things. | |||
Start with a comma if there were previous moves. Start with a <code>:</code> or <code>~</code> instead if that's what the notation calls for, but write the colon as <code>&#58;</code> or it'll break things. | |||
| rowspan="3" | | |||
* <code>Jin-1,2,3</code> has <code>input=,3</code> | |||
* <code>Jin-b+1+3</code> has <code>input=b+1+3</code> and <code>alt=b+2+4</code> | |||
* <code>Jin-b,n,f+2</code> has <code>input=b,n,f+2</code> and <code>alias=b,f+2</code> | |||
* <code>Jin-b,n,f+2,3</code> has <code>input=,3</code> and <code>alias=b,f+2,3</code> | |||
* <code>Lee-d+4,d+4</code> has <code>input=,d+4</code> and <code>alias=D+4,4</code> | |||
|- | |- | ||
| <code> | | <code>alias</code> | ||
| | | Any non-canonical ways of notating the move's input. For strings, this is written in full. If there is more than one alias, use a {{tl|Dotlist}}. | ||
Most common case is non-standard stance abbreviations and short forms for motion inputs. | |||
This is used by frame data bots and other search tools to find the move. It also shows in the movelist notes as "Sometimes written [...]". | |||
|- | |||
| <code>alt</code> | |||
| Any alternate inputs that also perform the same move. For strings, this is written in full. If there is more than one alternate input, use a {{tl|Dotlist}}. | |||
Most common case is jumping and crouching moves where f or b don't affect the move, and for parries where 1+3 and 2+4 both work. | |||
When the alternate input would place the move somewhere else in the movelist, or when it's not clear which is the primary input, such as with {{fl|Claudio}}'s FC.df+2 and f,F+2, it's usually better to copy it with {{tl|MoveInherit}}, with both entries listing the others as alternates. | |||
This shows in the movelist next to the <code>name</code>. | |||
|- | |- | ||
| <code>name</code> | | <code>name</code> | ||
| | | | ||
The name of the move, if any. | |||
This can come from the in-game movelist, but if there is a more commonly used name that may be used instead. | |||
For strings, if the in-game movelist has multiple parts of the string named, this should be split as appropriate (see examples). | |||
If there is no name, leave this blank. Do not generate one from the whole string's name, such as by calling {{fl|Lidia}}'s f+1+2,3,2 "Political Storm (3)". However, making a name up is acceptable. | |||
| | |||
* In-game movelist calls 1,2,4 "Left Right > Mid Kick", so | |||
** <code>Lee-1,2</code> has <code>name=Left Right</code> | |||
** <code>Lee-1,2,4</code> has <code>name=Mid Kick</code> | |||
* <code>Lee-1,3:3</code> has <code>name=</code> (blank) | |||
* <code>Lee-1,3:3:3</code> has <code><nowiki>name=[[Acid Rain]]</nowiki></code> | |||
|- | |- | ||
| <code>target</code> | | <code>target</code> | ||
| The hit level of the move, not including previous moves in the string. Start with a comma if there were previous moves. | | The hit level of the move, not including previous moves in the string. Start with a comma if there were previous moves. | ||
|- | |- | ||
| <code>damage</code> | | <code>damage</code> | ||
| The damage of the move, not including previous moves in the string. Start with a comma if there were previous moves. | | The damage of the move, not including previous moves in the string. Start with a comma if there were previous moves. | ||
|- | |- | ||
| <code>startup</code> | | <code>startup</code> | ||
| The startup of the move, not including previous moves in the string. Start with a comma if there were previous moves. Leave blank if you don't want to measure it. | | The startup of the move, not including previous moves in the string. Start with a comma if there were previous moves. Leave blank if you don't want to measure it. | ||
|- | |- | ||
| <code>block</code> | | <code>block</code> | ||
| The frame advantage on block. | | The frame advantage on block. | ||
|- | |- | ||
| <code>hit</code> | | <code>hit</code> | ||
| The frame advantage on hit. | | The frame advantage on hit. | ||
|- | |- | ||
| <code>ch</code> | | <code>ch</code> | ||
| The frame advantage on counter-hit. Leave blank if the same as on hit. | | The frame advantage on counter-hit. Leave blank if the same as on hit. | ||
|- | |- | ||
| <code>crush</code> | | <code>crush</code> | ||
| The frames where this move will crush, powercrush, or parry. | | The frames where this move will crush, powercrush, or parry. | ||
|- | |- | ||
| <code>recv</code> | | <code>recv</code> | ||
| The number of frames the move takes to recover, starting with an r. Indicate the state after recovery if the move doesn't recover standing. | | The number of frames the move takes to recover, starting with an r. Indicate the state after recovery if the move doesn't recover standing. | ||
|- | |- | ||
| <code>tot</code> | | <code>tot</code> | ||
| The total number of frames for the whole move. For strings, this count is from the start of the string with no delays. | | The total number of frames for the whole move. For strings, this count is from the start of the string with no delays. | ||
|- | |- | ||
| <code>range</code> | | <code>range</code> | ||
| | | | ||
The maximum range recorded of the move as per the in-game "Distance from Opponent" display against a standard opponent. The standard opponents are chosen based on who has most stable idle stance. For Tekken 8, it's vs Lars. For Tekken 7, it's vs Heihachi. | |||
For strings, this is the range of the whole string. | |||
For moves with a motion input, this is the shortest range where it's measured to whiff, minus 0.01. For [[dash]], [[run]]ning, or [[input buffer|bufferable]] motion inputs, test by jumping first, so that the input can be buffered as much as possible. | |||
Don't try measuring this too precisely. Readers should assume an error of ±0.03. | |||
This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too. | |||
| <code>2.03</code> | |||
|- | |- | ||
| <code>tracksLeft</code> | | <code>tracksLeft</code> | ||
| The tracking score, as per [[Tracking#Measurement]], to the attacker's left (i.e. opponent steps right). | | The tracking score, as per [[Tracking#Measurement]], to the attacker's left (i.e. opponent steps right). | ||
|- | |- | ||
| <code>tracksRight</code> | | <code>tracksRight</code> | ||
| The tracking score, as per [[Tracking#Measurement]], to the attacker's right (i.e. opponent steps left). | |||
|- | |||
| <code>image</code> | |||
| | |||
Page name of an image in 16:9 aspect ratio highlighting the most distinct frame of the move's animation. | |||
See [[:File:Lidia-ff2.jpg]] for an example. | |||
| <code>File:Lidia-ff2.jpg</code> | |||
|- | |||
| <code>video</code> | |||
| | | | ||
Page name of a video in 16:9 aspect ratio showing the full move animation. | |||
See [[Wavu:Videos]] for encoding guidelines. | |||
See [[:File:Lidia-ff2-noui.mp4]] for an example. | |||
| <code>File:Lidia-ff2-noui.mp4</code> | |||
|- | |- | ||
| <code>notes</code> | | <code>notes</code> | ||
| Anything that doesn't fit elsewhere. See also {{tl|MoveDataIcon}}. | | Anything that doesn't fit elsewhere. See also {{tl|MoveDataIcon}}. | ||
|} | |} | ||
== Data entry == | == Data entry == | ||
Line 153: | Line 167: | ||
<syntaxhighlight lang="html">{{Move | <syntaxhighlight lang="html">{{Move | ||
|id= | |id= | ||
|parent= | |||
|input= | |input= | ||
|name= | |name= | ||
|target= | |target= |
Latest revision as of 06:55, 31 March 2024
This template uses Cargo: | |
This template uses Lua: | |
Movelist templates |
---|
|
Punishment templates |
|
{{Move7}} is the same as {{Move}} but saves data to Special:CargoTables/Move7 instead.
This template shows detailed information for a single move and stores that information in a database. It should only be used in movelists. Outside of movelists, you likely want to use {{MoveQuery}} or {{MoveDisplay}} instead.
See Wavu:Movelist for how movelists should be organized.
Usage
{{MoveDataHeader}} <!-- included at the top of each section in a movelist -->
{{Move
|id=...
|input=...
}}
Parameters
The only required parameters are id
and input
. All others are blank by default and can be left blank without issue.
If the name
, startup
, crush
, or notes
parameters have multiple values, use a {{Plainlist}}. Exception is if the startup
is two short values and it would look better with a space instead of a line break.
|startup=i55 i68
|crush={{Plainlist|
* cs25~45
* js45~}}
|notes={{Plainlist|
* Homing
* Tailspin}}
For frame advantages:
- Link to the combo page if it leads to a combo (even if the page doesn't exist yet).
- Always write +0. Do NOT use -0 or 0 without an operator.
Parameter | Description | Example |
---|---|---|
id
|
A unique id for the move. Usually equal to ${fighterName}-${fullInput} .
|
|
parent
|
The parent of the move, if any. Usually this is previous move in the string. Parent move itself must be defined before its child. | Jin-1,2 is a parent of Jin-1,2,3 .
|
input
|
The primary canonical input of the move, not including previous moves in the string. This should not include any aliases or alternates, which are indicated by alias and alt respectively.
Start with a comma if there were previous moves. Start with a |
|
alias
|
Any non-canonical ways of notating the move's input. For strings, this is written in full. If there is more than one alias, use a {{Dotlist}}.
Most common case is non-standard stance abbreviations and short forms for motion inputs. This is used by frame data bots and other search tools to find the move. It also shows in the movelist notes as "Sometimes written [...]". | |
alt
|
Any alternate inputs that also perform the same move. For strings, this is written in full. If there is more than one alternate input, use a {{Dotlist}}.
Most common case is jumping and crouching moves where f or b don't affect the move, and for parries where 1+3 and 2+4 both work. When the alternate input would place the move somewhere else in the movelist, or when it's not clear which is the primary input, such as with Claudio's FC.df+2 and f,F+2, it's usually better to copy it with {{MoveInherit}}, with both entries listing the others as alternates. This shows in the movelist next to the | |
name
|
The name of the move, if any. This can come from the in-game movelist, but if there is a more commonly used name that may be used instead. For strings, if the in-game movelist has multiple parts of the string named, this should be split as appropriate (see examples). If there is no name, leave this blank. Do not generate one from the whole string's name, such as by calling Lidia's f+1+2,3,2 "Political Storm (3)". However, making a name up is acceptable. |
|
target
|
The hit level of the move, not including previous moves in the string. Start with a comma if there were previous moves. | |
damage
|
The damage of the move, not including previous moves in the string. Start with a comma if there were previous moves. | |
startup
|
The startup of the move, not including previous moves in the string. Start with a comma if there were previous moves. Leave blank if you don't want to measure it. | |
block
|
The frame advantage on block. | |
hit
|
The frame advantage on hit. | |
ch
|
The frame advantage on counter-hit. Leave blank if the same as on hit. | |
crush
|
The frames where this move will crush, powercrush, or parry. | |
recv
|
The number of frames the move takes to recover, starting with an r. Indicate the state after recovery if the move doesn't recover standing. | |
tot
|
The total number of frames for the whole move. For strings, this count is from the start of the string with no delays. | |
range
|
The maximum range recorded of the move as per the in-game "Distance from Opponent" display against a standard opponent. The standard opponents are chosen based on who has most stable idle stance. For Tekken 8, it's vs Lars. For Tekken 7, it's vs Heihachi. For strings, this is the range of the whole string. For moves with a motion input, this is the shortest range where it's measured to whiff, minus 0.01. For dash, running, or bufferable motion inputs, test by jumping first, so that the input can be buffered as much as possible. Don't try measuring this too precisely. Readers should assume an error of ±0.03. This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too. |
2.03
|
tracksLeft
|
The tracking score, as per Tracking#Measurement, to the attacker's left (i.e. opponent steps right). | |
tracksRight
|
The tracking score, as per Tracking#Measurement, to the attacker's right (i.e. opponent steps left). | |
image
|
Page name of an image in 16:9 aspect ratio highlighting the most distinct frame of the move's animation. See File:Lidia-ff2.jpg for an example. |
File:Lidia-ff2.jpg
|
video
|
Page name of a video in 16:9 aspect ratio showing the full move animation. See Wavu:Videos for encoding guidelines. See File:Lidia-ff2-noui.mp4 for an example. |
File:Lidia-ff2-noui.mp4
|
notes
|
Anything that doesn't fit elsewhere. See also {{MoveDataIcon}}. |
Data entry
The simplest way to enter the data is to copy this and fill in the blanks:
{{Move
|id=
|parent=
|input=
|name=
|target=
|damage=
|startup=
|block=
|hit=
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes=
}}
Example
Input
uf+3,1
- Floor break
- Combo from 1st hit