N1GP:Style guide: Difference between revisions

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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 (e.g. "time freeze cancel" over TFC) so terms are self-explanatory in the context they appear in.
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.
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| 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 (official), TFC, time freeze cancel (only weenie says this) || Occurs when a time-freezing chip is interrupted by a different time-freezing chip.
| 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 || dimming (official), time freeze (as an adjective) || Time freeze effect caused by e.g. Navi chips.
| 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
|-
| 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.
|}
|}


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* ✅ Area Grab steals a column of tiles from the '''opponent''''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.
* '''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.

Latest revision as of 05:27, 1 May 2023

The style guide is a set of guidelines for writing articles in the N1GP wiki.

StyleGuideHeader.png

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)

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 Chip Icon 6 Giga 004 Falzar.png HubBatc:

{{Chip|6|Hub Batch}}

For different text, e.g. Chip Icon 6 Giga 004 Falzar.png 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 (Element 6 Fire.png) 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.