Editing Game talk:Eraqus
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|width="600px"|With his whole body clad in light, generates eight blades of light, chopping up his surroundings. Next, he changes the swords into beams with a yell, mowing down the surroundings. | |width="600px"|With his whole body clad in light, generates eight blades of light, chopping up his surroundings. Next, he changes the swords into beams with a yell, mowing down the surroundings. | ||
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|colspan="5"|If he has less than 50% HP remaining, Eraqus will use Nichirin instead of Kasumi. | |colspan="5"|If he has less than 50% HP remaining, Eraqus will use Nichirin instead of Kasumi.{{?}} | ||
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:::::Also, I find it unnecessary to have separate templates to open and close the table, when we can just merge them all in one template, like I have done [[Template:DEC|here]]. And it may be just me, but the circle in the Guard tab is hard to see. And finally, I'm not sure if we need to separate the template per game, as most games have the same attack stats (element, power, etc.) {{User:TheSilentHero/Sig}} 18:07, 25 February 2016 (UTC) | :::::Also, I find it unnecessary to have separate templates to open and close the table, when we can just merge them all in one template, like I have done [[Template:DEC|here]]. And it may be just me, but the circle in the Guard tab is hard to see. And finally, I'm not sure if we need to separate the template per game, as most games have the same attack stats (element, power, etc.) {{User:TheSilentHero/Sig}} 18:07, 25 February 2016 (UTC) | ||
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::I'll move the Notes underneath, but the point of having them as separate templates is because when we have so much information with up to twenty or so "sets", the template and its variable would be much more difficult to use and debug. For some stuff, like the Enemy template, that complexity is necessary because we need to ensure a standardized behavior across all uses. However, in general, having three separate templates for an indefinite-length table, as done here, actually makes it ''much'' easier on the editor when they're actually using the template, which is the whole point of having a template in the first place. | ::I'll move the Notes underneath, but the point of having them as separate templates is because when we have so much information with up to twenty or so "sets", the template and its variable would be much more difficult to use and debug. For some stuff, like the Enemy template, that complexity is necessary because we need to ensure a standardized behavior across all uses. However, in general, having three separate templates for an indefinite-length table, as done here, actually makes it ''much'' easier on the editor when they're actually using the template, which is the whole point of having a template in the first place. | ||
::"Guard" should probably link to an explanation of BbS mechanics. Honestly, most of the headers should. Go ahead and replace the circle symbol if you want, or come up with standardized terms to replace the symbols ("Full", "Partial", etc.).{{User:KrytenKoro/Sig}} 19:05, 25 February 2016 (UTC) | ::"Guard" should probably link to an explanation of BbS mechanics. Honestly, most of the headers should. Go ahead and replace the circle symbol if you want, or come up with standardized terms to replace the symbols ("Full", "Partial", etc.).{{User:KrytenKoro/Sig}} 19:05, 25 February 2016 (UTC) | ||
:::I've revised the template to put Notes on a separate row, but to me it makes it hard to easily look up how to deal with a technique, and feels like it's blurring the columns so that data seems to be in multiple places rather than orderly rows. What do you think? | :::I've revised the template to put Notes on a separate row, but to me it makes it hard to easily look up how to deal with a technique, and feels like it's blurring the columns so that data seems to be in multiple places rather than orderly rows. What do you think?{{User:KrytenKoro/Sig}} 19:10, 25 February 2016 (UTC) | ||