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'''Also, if you don't like parts of this guide, edit it! (but let everyone know you're editing it)''' | '''Also, if you don't like parts of this guide, edit it! (but let everyone know you're editing it)''' | ||
==Page Layout== | |||
Follow the prescribed format for battle chip pages. See the [[N1GP:Style_guide/Example_Chip_Page|Example Chip Page]] for a demonstration. The current content page best showing this structure is {{Chip|6|Bubble Star 1}}. | |||
Heading levels are written in without wiki markup to show the correct formatting for the intended heading level. | |||
# Opening introduction of one or two sentences, describing the chip's basics. | |||
# Main page body with detailed information about the chip. | |||
# '''Beast Jump Logic''', a <nowiki>==Level 2 Heading==</nowiki> detailing how the chip is used in Beast Out. | |||
# '''Frame Data''', a <nowiki>==Level 2 Heading==</nowiki> detailing frame data. ''Dimming chips do not need this section unless they have a timing-based component'', such as {{Chip|6|Erase Man}} and {{Chip|6|Elem Man}}. See below for the frame data template. | |||
# '''Version Differences''', a <nowiki>==Level 2 Heading==</nowiki> for differences between Standard, Legacy Collection, and EXE6. ''Don't include if there are no differences.'' | |||
# '''Unique Interactions''', a <nowiki>==Level 2 Heading==</nowiki> describing unique interactions between this chip and others that don't follow expected rules of the game. | |||
# '''Competitive Overview''', a <nowiki>==Level 2 Heading==</nowiki> for describing the chip's overall viability and niches. | |||
# '''Synergies''', a <nowiki>===Level 3 Heading===</nowiki> for describing chips or navicust parts that work well with the chip. | |||
# '''Counterplay''', a <nowiki>===Level 3 Heading===</nowiki> for describing how to play against the chip. | |||
# '''Version Differences''', a <nowiki>===Level 3 Heading===</nowiki> for describing how any version differences impact competitive play. ''Don't include if there are no differences.'' | |||
# '''Individual Versions''' shall be <nowiki>====Level 4 Headings====</nowiki> with competitive considerations described there. | |||
# '''Misc.''', a <nowiki>==Level 2 Heading==</nowiki> for other PvP trivia or information. ''Consider if what's included is both necessary for the wiki AND truly doesn't belong elsewhere before creating this section.'' | |||
An example of frame data in an inline table with diagram: | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|+ {{Chip|6|Bubble Star 1}} | |||
|- | |||
! Startup!! Active!! Recovery !! Total !! Counter Frames | |||
|- | |||
|3||4-122||5-33||122|| | |||
|} | |||
<pre> | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|+ {{Chip|6|chip name}} | |||
|- | |||
! Startup!! Active!! Recovery !! Total !! Counter Frames | |||
|- | |||
| || || || || | |||
|} | |||
</pre> | |||
{{Frame data diagram | |||
| | 8-16 | 17-25 | 61-69 | 70-78 | 114-122 | |||
| start | 4-7 | 26-34 | 52-60 | 79-87 | 105-113 | |||
| | | 35-42 | 43-51 | 88-96 | 97-104 | |||
}} | |||
<pre> | |||
{{Frame data diagram | |||
| | | | | | | |||
| start | | | | | | |||
| | | | | | | |||
}} | |||
</pre> | |||
==Naming== | ==Naming== | ||
Line 86: | Line 141: | ||
We want to strive to keep terminology used across the wiki consistent. If you see anything using one of the other terms, please change it to the standard term. If you notice that the same concept is being referred to by two different terms and isn't in the list below, please add it. | We want to strive to keep terminology used across the wiki consistent. If you see anything using one of the other terms, please change it to the standard term. If you notice that the same concept is being referred to by two different terms and isn't in the list below, please add it. | ||
We should also prefer fully-written out names | We should also prefer fully-written out names so terms are self-explanatory in the context they appear in. | ||
{|class="wikitable" style="width: 100%" | {|class="wikitable" style="width: 100%" | ||
! Standard term !! Other terms !! Description | ! Standard term !! Other terms !! Description | ||
|- | |- | ||
| drag || || Effect applied by Wind Racket's impact. Subtypes of drag include ''small pull'', ''small push'', ''big push''. Not to be confused with slide. | | drag || knocked all the way back (official) || Effect applied by Wind Racket's impact. Subtypes of drag include ''small pull'', ''small push'', ''big push''. Not to be confused with slide. | ||
|- | |- | ||
| flashing || Invis, invisible, blinking (MMSF term) || Effect applied Invisible/being hit by most chips. | | flashing || Invis, invisible, blinking (MMSF term) || Effect applied Invisible/being hit by most chips. | ||
Line 101: | Line 156: | ||
| paralyzed (status effect) || paralysis, paralyzation, stun || Effect applied by White Capsule. | | paralyzed (status effect) || paralysis, paralyzation, stun || Effect applied by White Capsule. | ||
|- | |- | ||
| slide || || Effect applied by Wind or Fan gusts. Not to be confused with drag. | | slide || knocked back (official) || Effect applied by Wind or Fan gusts. Not to be confused with drag. | ||
|- | |- | ||
| time freeze counter | | cut in || time freeze counter, TFC, time freeze cancel (only weenie says this) || Occurs when a screen dimming chip is interrupted by a different dimming chip. | ||
|- | |- | ||
| time-freezing | | screen dimming || time-freezing, time freeze (as an adjective), dimming || Screen dimming effect caused by e.g. Navi chips. | ||
|- | |- | ||
| White Capsule || whitepill || based and whitepilled | | White Capsule || whitepill || based and whitepilled | ||
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| Damage || || This is the actual damage chips deal when used. | | Damage || || This is the actual damage chips deal when used. | ||
|- | |- | ||
| 3 wide 2 | | 3 wide 2 long || 2x3 || This is the range of NeoVar's Double LifeSword. | ||
|} | |} | ||
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It is important to be consistent across the wiki on how frames are counted. You must make sure to take various delays into account: | It is important to be consistent across the wiki on how frames are counted. You must make sure to take various delays into account: | ||
* ''' | * '''Emulator input delay.''' For instance, when Mega Man is fires his buster, after pressing B, it may take up to 3 frames for the game to actually start putting Mega Man into his firing animation. Likewise, when a chip is used, after pressing A, it may take 3 frames for the game to start registering the use of the chip (see below for chip use frame delay). '''Be sure to measure this for your emulator before counting frame timings:''' an easy way to do this is to see how many frames are in between pressing A and the chip disappearing from above Mega Man. | ||
* '''Chip use | * '''Chip use 1 frame delay (BN 4, 5, 6 only).''' After the input delay, a chip will take 1 frame to actually start being used: that is, after the chip disappears from the box above Mega Man, it will take an ''additional'' 1 frame for the chip to actually start up. This can be observed as if Mega Man is flinched by an attack during this 1 frame window, the chip will be lost, including time freeze chips. |
Latest revision as of 14:21, 9 July 2024
The style guide is a set of guidelines for writing articles in the N1GP wiki.
This is not intended to be prescriptive and violating it where it makes sense is encouraged. However, in order for readers to easily find and digest content, the guidelines here should take precedence.
Also, if you don't like parts of this guide, edit it! (but let everyone know you're editing it)
Page Layout
Follow the prescribed format for battle chip pages. See the Example Chip Page for a demonstration. The current content page best showing this structure is BblStar1.
Heading levels are written in without wiki markup to show the correct formatting for the intended heading level.
- Opening introduction of one or two sentences, describing the chip's basics.
- Main page body with detailed information about the chip.
- Beast Jump Logic, a ==Level 2 Heading== detailing how the chip is used in Beast Out.
- Frame Data, a ==Level 2 Heading== detailing frame data. Dimming chips do not need this section unless they have a timing-based component, such as and . See below for the frame data template.
- Version Differences, a ==Level 2 Heading== for differences between Standard, Legacy Collection, and EXE6. Don't include if there are no differences.
- Unique Interactions, a ==Level 2 Heading== describing unique interactions between this chip and others that don't follow expected rules of the game.
- Competitive Overview, a ==Level 2 Heading== for describing the chip's overall viability and niches.
- Synergies, a ===Level 3 Heading=== for describing chips or navicust parts that work well with the chip.
- Counterplay, a ===Level 3 Heading=== for describing how to play against the chip.
- Version Differences, a ===Level 3 Heading=== for describing how any version differences impact competitive play. Don't include if there are no differences.
- Individual Versions shall be ====Level 4 Headings==== with competitive considerations described there.
- Misc., a ==Level 2 Heading== for other PvP trivia or information. Consider if what's included is both necessary for the wiki AND truly doesn't belong elsewhere before creating this section.
An example of frame data in an inline table with diagram:
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-122 | 5-33 | 122 |
<div style=display:inline-table> {| class="wikitable" |+ {{Chip|6|chip name}} |- ! Startup!! Active!! Recovery !! Total !! Counter Frames |- | || || || || |}
8-16 | 17-25 | 61-69 | 70-78 | 114-122 | |
start | 4-7 | 26-34 | 52-60 | 79-87 | 105-113 |
35-42 | 43-51 | 88-96 | 97-104 |
{{Frame data diagram | | | | | | | start | | | | | | | | | | | }}
Naming
You should name articles in sentence case, unless the title uses proper nouns. All chip, NaviCust part names, Souls, and Crosses are considered proper nouns and should be in title case, with the exception of any conjunctions. For instance:
- ❌ Corn fiesta
- ✅ Corn Fiesta
- ❌ Gun Del Sol
- ✅ Gun del Sol
For chips and NaviCust parts, you should name them by the full name of the chip or part. For instance:
- ❌ BassAnly
- ❌ BassAnomaly
- ✅ Bass Anomaly
If a concept exists across multiple games, you should proceed the name with the game abbreviation in parentheses, e.g. you should name the article for Bass Anomaly for Battle Network 6 Bass Anomaly (BN6). For concepts that only exist in a single game, it is OK to omit the abbreviation, e.g. Tomahawk Cross.
For chips and NaviCust parts in the same family, we try to group them together to avoid duplicating content. For instance, you should group Corn Shot 1/2/3 into the Corn Shot chip series, and Attack +1 and Attack MAX into the Attack NaviCust part series.
Content
The first line of an article should contain a brief summary of the topic, along with bolded text containing the name of the article as the first phrase in the article, after any articles (e.g. The). For chips and NaviCust parts, they should describe the "obvious" effect of the chip or part.
Any following paragraphs should go into more detail about the topic. You should try to follow the "funnel" technique of writing: more general details should come first, followed by more specific or technical details.
Pronouns
First person
Do not use.
Second person
Unless in directly instructional pages such as this, do not use second person pronouns. Instead, substitute it with the appropriate subject, e.g. the player or the user.
Third person
In the singular, prefer singular they over all other third person pronouns.
Active vs. passive voice
Always use the active voice where possible. This makes the subject clear and prominent, and avoids the potential for vagueness and complex prepositional phrases.
Example:
- ❌ An enemy is hit by Cannon for 40 damage.
- ✅ Cannon hits an enemy for 40 damage.
However, if it makes sense to keep the subject prominent through multiple sentences, it may be better to use the passive voice. For instance:
Example:
- 🤷 Cannon hits an enemy for 40 damage. Attack +10 can boost it for 50 damage.
- ✅ Cannon hits an enemy for 40 damage. It can be boosted with Attack +10 for 50 damage.
Linking
Generally, a link should appear only once in an article, but it may be repeated if helpful for readers, such as in infoboxes, tables, image captions, footnotes, hatnotes, and at the first occurrence after the lead.
You should always link to chips and NaviCust programs using the Chip and NaviCust part templates. For instance, to link to HubBatc:
{{Chip|6|Hub Batch}}
For different text, e.g. alternate text for Hub Batch:
{{Chip|6|Hub Batch|alternate text for Hub Batch}}
Likewise, for NaviCust parts, e.g. SuprArmr:
{{NaviCust part|6|Super Armor}}
You can also link Elemental Icons () using this template:
[[File:Element 6 Fire.png|link=]]
Terminology
We want to strive to keep terminology used across the wiki consistent. If you see anything using one of the other terms, please change it to the standard term. If you notice that the same concept is being referred to by two different terms and isn't in the list below, please add it.
We should also prefer fully-written out names so terms are self-explanatory in the context they appear in.
Standard term | Other terms | Description |
---|---|---|
drag | knocked all the way back (official) | Effect applied by Wind Racket's impact. Subtypes of drag include small pull, small push, big push. Not to be confused with slide. |
flashing | Invis, invisible, blinking (MMSF term) | Effect applied Invisible/being hit by most chips. |
frames | i, f, ticks | Technically ticks, but frames are an easier concept to understand. |
invulnerable | invincible, "green" | Effect applied by Fanfare or Color Bug. |
paralyzed (status effect) | paralysis, paralyzation, stun | Effect applied by White Capsule. |
slide | knocked back (official) | Effect applied by Wind or Fan gusts. Not to be confused with drag. |
cut in | time freeze counter, TFC, time freeze cancel (only weenie says this) | Occurs when a screen dimming chip is interrupted by a different dimming chip. |
screen dimming | time-freezing, time freeze (as an adjective), dimming | Screen dimming effect caused by e.g. Navi chips. |
White Capsule | whitepill | based and whitepilled |
Attack | Attack Stat | This is the Attack stat value that can be increased by the Buster Up chip. |
Damage | This is the actual damage chips deal when used. | |
3 wide 2 long | 2x3 | This is the range of NeoVar's Double LifeSword. |
Players, opponents, users, and enemies
- Player: Refers to you, the person.
- Opponent: Refers to not you, the other person.
- User: Refers to the Navi using the chip.
- Enemy: Refers to the entity being targeted by a chip.
Examples:
- ❌ Cannon hits the opponent for 40 damage.
- ✅ Cannon hits an enemy for 40 damage.
- Why: Hitting the other person is assault.
- ❌ Recovery 10 heals the player for 10 HP.
- ✅ Recovery 10 heals the user for 10 HP.
- Why: An enemy using Recovery 10 does not heal the player.
- ❌ Area Grab steals a column of tiles from the enemy's side.
- ✅ Area Grab steals a column of tiles from the opponent's side.
- Why: Enemies do not always stand on the opponent's tiles.
Frame timing
It is important to be consistent across the wiki on how frames are counted. You must make sure to take various delays into account:
- Emulator input delay. For instance, when Mega Man is fires his buster, after pressing B, it may take up to 3 frames for the game to actually start putting Mega Man into his firing animation. Likewise, when a chip is used, after pressing A, it may take 3 frames for the game to start registering the use of the chip (see below for chip use frame delay). Be sure to measure this for your emulator before counting frame timings: an easy way to do this is to see how many frames are in between pressing A and the chip disappearing from above Mega Man.
- Chip use 1 frame delay (BN 4, 5, 6 only). After the input delay, a chip will take 1 frame to actually start being used: that is, after the chip disappears from the box above Mega Man, it will take an additional 1 frame for the chip to actually start up. This can be observed as if Mega Man is flinched by an attack during this 1 frame window, the chip will be lost, including time freeze chips.