User:Mario/sandbox: Difference between revisions
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=== Things to consider before making the template === | === Things to consider before making the template === | ||
*Templates '''must''' only be made for real articles<span style="color:red">( | *Templates '''must''' only be made for real articles. <span style="color:red">(What is a "real" article? Do you mean "mainspace"?)</span> | ||
*Image Maps are intended for locations or levels. Image Maps for characters are generally not advised. | *Image Maps are intended for locations or levels. Image Maps for characters are generally not advised. | ||
*Creating Image Maps with less than ''8 links'' is also not advisable. | *Creating Image Maps with less than ''8 links'' is also not advisable. |
Revision as of 18:26, September 4, 2015
Completed constipation projects
- Audio use policy (completed in 16:35, 18 October 2014)
- Equipment (completed in 20:45, 19 November 2014)
- Super Smash Bros. for Nintendo 3DS (sniped in 17:18, 17 January 2015)
This is what it's going to look like once all recolors artwork is uploaded. Not like this in its current state, idiot, but it's an idea. Finally, so we can maintain consistency, the shadowless artwork and that sexy Mario without fire artwork will have its own section.
Character artwork
Veterans
- Luigi SSBU.png
- Dr Mario SSB4 Artwork.jpg
- Yoshi SSB4 Artwork - Purple.jpg
- Yoshi SSB4 Artwork - Black.jpg
Newcomers
- Bowser Jr SSB4 Artwork.jpg
Power refers to the multiple power-ups a player can use in Smash Run, exclusive for Super Smash Bros. for Nintendo 3DS. Powers cannot be modified through the normal custom menu, so players have to add powers to their character while customizing in the Smash Run screen.
Players can obtain powers by obtaining yellow bags with a question mark during a Smash Run playthrough. Defeated enemies, treasure chests, completed challenge doors, and meeting criteria on the Challenge Panel can unlock powers.
Each character has a total weight, which is the limit for the amount of powers can carry, max of six powers. Players can place three additional powers in the organizer tab, but these powers cannot be used. Also, generally, the smaller the character, the less powers can be carried. Speed-increasing equipment also decreases the amount of powers a character can carry and while defensive equipment, since they lower speed, increase the amount of powers that can be carried. Also, each power has a certain weight: the higher the level, the more weight it has.
Default weights
- Mario: 25
- Luigi: 24
- Princess Peach: 23
- Bowser: 29
- Yoshi: 26
- Rosalina: 22
- Bowser Jr.: 27
- Wario: 27
- Mr. Game & Watch: 23
- Donkey Kong: 27
- Diddy Kong: 24
- Link: 26
- Zelda: 22
- Sheik: 24
- Ganondorf: 29
- Toon Link: 24
- Samus: 27
- Zero Suit Samus: 23
- Pit: 24
- Palutena: 23
- Marth: 23
- Ike: 26
- Robin: 24
- Kirby: 21
- King Dedede: 28
- Meta Knight: 22
- Little Mac: 23
- Fox: 24
- Falco: 22
- Pikachu: 23
- Charizard: 27
- Lucario: 25
- Jigglypuff: 21
- Greninja: 24
- Duck Hunt: 23
- R.O.B.: 26
- Ness: 25
- Captain Falcon: 25
- Villager: 24
- Olimar: 23
- Wii Fit Trainer: 24
- Dr. Mario: 25
- Dark Pit: 24
- Lucina: 23
- Shulk: 25
- Pac-Man: 25
- Mega-Man: 25
- Sonic: 23
- Mii Brawler: 25
- Mii Gunner: 25
- Mii Swordfighter: 25
List of powers
Direct Attack powers
Image | In-game description | Weight | Uses |
---|---|---|---|
File:Power Bomb 3DS.png | Drops a bomb that deals damage to enemies in the blast radius. | Lv. 1: 4 Lv. 2: 7 Lv. 3: 10 Lv. 4: 13 |
Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
File:Heavenly Light 3DS.png | Calls down a pillar of light that damages nearby enemies. | Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
File:Meteor Shower 3DS.png | Calls down meteors in front of you. | Lv. 1: 7 Lv. 2: 10 Lv. 3: 13 Lv. 4: 16 |
Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
File:Horizon Beam 3DS.png | Fires a giant laser beam straight ahead. | Lv. 1: 5 Lv. 2: 9 Lv. 3: 12 Lv. 4: 15 |
Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
File:Launch Ring 3DS.png | Creates a ring of light that launches enemies. | Lv. 1: 4 Lv. 2: 7 Lv. 3: 10 Lv. 4: 12 |
Lv. 1: 1 Lv. 2: 2 Lv. 3: 3 Lv. 4: 4 |
File:Shocking Taunt 3DS.png | Taunt to fire lightning in the direction pressed on the +Control Pal. | Lv. 1: 4 Lv. 2: 6 Lv. 3: 9 Lv. 4: 11 |
Lv. 1: 2 Lv. 2: 3 Lv. 3: 4 Lv. 4: 5 |
File:Homing Missiles 3DS.png | Fire two homing missiles at enemies. | Lv. 1: 7 Lv. 2: 10 Lv. 3: 13 Lv. 4: 17 |
Lv. 1: 6 Lv. 2: 8 Lv. 3: 10 Lv. 4: 13 |
File:Dual Cyclone 3DS.png | Generate two cyclones, one on each side of you, that ensnare enemies. | Lv. 1: 6 Lv. 2: 8 Lv. 3: 11 Lv. 4: 13 |
Lv. 1: 2 Lv. 2: 2 Lv. 3: 3 Lv. 4: 3 |
Equipment and crap
Name | Image | Types (in ascending power) | Usable by | Names in other languages |
---|---|---|---|---|
Shoes | Ordinary Shoes, Lightweight Shoes, Ultra-Lightweight Shoes | Fr (NOA): Souliers - "shoes" Jap: クソ Kuso - "Shit" |
Trait | In other languages | Description | Details (in-game description) |
---|---|---|---|
Moon Launcher | FrNOA:Chandelle | Improved launch ability | 1.3x attack power when launching enemies upward. |
References
Image Map templates link specified parts of an image to other articles on the wiki (as opposed to the entire image being a link to a single destination, typically its file page). For example, Template:Bowsermap is a map of Bowser's body from Mario & Luigi: Bowser's Inside Story, in which every area of the body links to the article corresponding to that area. Similarly, Template:SMRPGmap links to the areas that are visited in Super Mario RPG: The Legend of the Seven Stars, all of which are pictured on the map.
Warning: Image Maps, in concept, are intended for easier navigation between areas in a game, as they are visual, rather than name-based. In practice, however, they may be difficult to use since they strongly resemble simple images, making them difficult to distinguish at points. Additionally, they tend to be low-resolution, making pinpointing specific locations sometimes difficult. Finally, it is difficult to implement such templates without cluttering the article. As a result, Image Maps are not the recommended method of navigation due to their flawed designs.
This policy page outlines standards that must be followed when creating a Image Maps template if they are ever needed. Proceed with caution.
Rules
Choosing an image
The Map Images must be a map sprite from the game (i.e this), screenshot (i.e this), or an official map artwork (i.e this). Fan-made and other artworks that have not originate from official sources are not allowed.
Things to consider before making the template
- Templates must only be made for real articles. (What is a "real" article? Do you mean "mainspace"?)
- Image Maps are intended for locations or levels. Image Maps for characters are generally not advised.
- Creating Image Maps with less than 8 links is also not advisable.
- While specifying size for the Map, 2 things must be considered: These guidelines ensure that Image Maps will be difficult to use and make locations difficult to pinpoint. Remove them.
- The Image Map's any dimension must not exceed 400 pixels, and the other one must not exceed 200 pixels.
- The Image Map's width in the {{Worldbox}} template must never exceed 300 pixels.
- If the map will not be placed into the Worldbox template, then the map should be classified as a
thumbnail
and aligned to the right. This guideline is one reason Image Maps look so horrible and tacked-on. Alignment should be more flexible. Also, this guideline makes sure that ImageMaps look extremely similar to simple images. I'm for removing this guideline, but any suggestions are welcome. However, If the map is only going to be put in the Worldbox template, it must be classed asnone
and it must be aligned in the center.- Otherwise a variable must be declared; so if it is set to
infobox
,it would be aligned in the center and it would be classed asnone
. And if it is not set, it would be classed as athumbnail
and it would be aligned to the right.
- Otherwise a variable must be declared; so if it is set to
Where to put the template
- The template must only be put where it links to (i.e if the template links only to Template:Fakelink and Template:Fakelink, it must never be put on Template:Fakelink)
- If the article is about a subject that appeared only in the Image Map's game, the template should be put under the info-box This guideline is another reason the placement of Image Maps are miserable.. Otherwise the template should be put as the first line in the game's section on the article.
- For the platformers: in the Worlds pages, the template should be put in the
map
parameter of the {{Worldbox}} template (using the code|map={{templatename}}
)
- For the platformers: in the Worlds pages, the template should be put in the
Creating the Image Map
- First thing is specify the image, upload one if none exists.
- Specify the name of the template that will contain the Image Map, The name should contain the name (or a shorten form) of the game plus additional 'map' at the end.
- Start coding the template. If you cannot specify the coordinates, you could use online tools such as this. (But change the output to 'Wiki imagemap')
- Once Done, preview the template and check it appear correctly, and that links works (press CTRL while clicking on the map, to open on another window, and to keep the current page).
- If every things works correctly save the template, and start adding it to articles.
Basic coding
<imagemap> [file]|[size]px|[class]|[align]|Click an area to open the relevant article. [coordinates]|[[page]] [coordinates]|[[page]] </imagemap>
[file]
: The internal Image for the map. (i.e:File:MLRPG3 Map.png
)[size]
: The size of the map.[class]
: The class of the image (thumb
,frame
, ornone
)- Use
thumbnail
, ornone
depending on either the template will go into the Worldbox or no, respectively. - Use
frame
instead ofthumb
only when the image size equals to the size of the map.- When using
frame
, remove the[size]
variable including the '|'.
- When using
- Use
[align]
: Where to align the template.- Specify each
[coordinates]
andpage
accordingly to the Image Map links - For using variable, add
defaultvalue
(ex. replace[size]
with300
)
Basic usage
{{templatename|variable1=value|variable2=value}}
Change each variable name and value accordingly or remove them if no variables exists.