Final Fantasy Brave Exvius Wiki

User:FencerTJ

This user "FencerTJ" prefers to use the enhanced profile.


Just Wiki Things[edit | edit source]

Or how I've come to contribute.

  • Keep most things alphabetized, chronological, or well ordered depending on the context.
  • When in doubt, check the edit history before anything as I tend to leave a little note that gives reason for a chnage.
  • It's easy to forget, but in-game descriptions are not always accurate to its described ability. William's Withdraw being a fair example of that.
  • When in doubt, read the Contributor Central, afterwards you're more than welcome to inquire anyone for more info, which will be answered to the best of their ability.
  • It is a general preference that for new units, their ability/skill pages not be created until after maintenance, since additional details can more easily be confirmed.
    • If a unit has not been announced to be coming the current week, do not go about creating their ability pages or adding their names to existing pages as titles are prone to change, and no name is guaranteed.

A Barely Comprehensive guide to Module:Data (WIP)[edit | edit source]

This module, Module:Data, is used for creating pages for abilities (active and passive) and equipment. The development to handle items is a work-in-progress that may never end up finished. This module can relatively easily be changed if you know what you're doing, but do be sure to make a testcase first for any issue that occurs. As it stands currently, not many contributors are well versed in its language, Lua, so there are some persisting bugs as noted in the To-do list. However in the meanwhile, you just have to try to do the best you can with what tools are at your disposal. This will be a hardly detailed guide to tips and tricks regarding Module:Data (m:d), and it will include additional guidelines I have set for myself to follow. This guide will work in tandem with the place that is referred to as the "data dump." Abilities and magic spells may also be referred to as skills, but remember magic abilities are not the same thing as magic spells. To summarize, this guide is meant more to highlight things that you may not have known from simply reading the module's documentation or looking at a couple m:d transcluded pages.

  • Skills that deal damage to enemies, including HP (%), drains, and jump skills, will have their hitcount included. If damage is dealt to the caster or an ally, then that value is not included. Passive skills in the form of counters that deal damage will also have their hitcount value included. Damaging skills that do not appear to have their hitcount listed, not even as 0, means that the unit's default attack or normal attack is used. This value is referred to as D. Randomized skills may have multiple hitcounts which can be written as 1 / 1 / - or 1;1;- with the dash indicating that one of the skill's effects does not deal damage.
    • Randomized skills can be a bit iffy in how well they want to work with m:d, so checking the edit source of silimar skills may provide a solution.
    • Damage over time skills deal damage at the start of the player's following turn, so a hitcount will not be included.
  • Generally when a skill has multiple effects in the effect parameter, move the <!--text--> to a newline as it looks cleaner. The same can be applied if a single effect appears too long for the vast majority of the hidden text to stay on the same line.
  • Avoid using breaks (<br>) in the effect parameter unless it relates to an "If, then" effect. The breaks do not need to be used for the top set of effects, but often it must be used for the bottom set of effects. This becomes more apparent if the hitcount of MP changes. Leaving a blank newline between the top and bottom effects will behave as a <br><br>. Some weirdness may occur when the ability is displayed elsewhere, such as a unit page, if this is not done properly.
    • Examples:
  • For Drink and similar pages that you wish to include a table in the notes, use a Wikitable.
  • Leave the <!--text--> alone. Do not remove it. For the unfamiliar contributor, that hidden text may guide them in understanding what type of information can be put into a given parameter.
  • If the data dump or a unit page refers to a "global_ability_#" ability icon, refer to this guide to locate the corresponding "Ability_#" to put in its place.
  • When using the |obtain = parameter for abilities, if the ability is not considered a materia, then you'll have to use the unique sections area for adding additional information.
  • Technically speaking, the |name = parameter does not need to be filled except for testcases. However there is one exception and that is when there's a disambiguation. The page title must be added to that parameter as shared names will cause a mix-up otherwise. The page that is calling that ability or item will search for a name in that parameter and if none is found then it will default to the page title, all while ignoring the parentheses or any such symbols. So, it's often good practice to just include the page title there for any page to mitigate any future mix-ups.

Ability Awakenings[edit | edit source]

This will be a massive section full of examples, usually nestled below the first bullet point. Since a lot of things can get weird, have the expectation that things will break or not play nicely depending on where they are being displayed.

Unit of Measure

  • Include the unit of measure. By that I mean if you write something in inches or meters, you wouldn't just write the number alone and assume people know what you mean. You would write 2 in., 5 m. to convey the unit. When a skill modifier or turn limit changes, include the text that follows it, usually it will be one word or character or abbreviation.
    • Known units of measure:
      3x, 3 turns, turn 3 HP, 3 MP, 30%, 30% HP, 30% MP, 3 times, 3x each, 3x max, 3x total, max 3.
    • Skills that use a range, include both the first and second number (a% => a-b%) to better highlight the change (e.g. Light is with us!).
    • Only when there is no identifiable unit of measure is one not included (e.g. Mirage, Reflect, Auto-Limit).

Broken Stuff

  • Skills with hitcount or attack frames changes may behave weirdly and not display properly. This is best observed in skills that have more than one effect that deals damage.
  • Skills that change from Passive to Active or vice versa will not work properly, so you may have to go the lazyman way and just rewrite the whole effect. You may also have to change the |name = parameter, which also includes making the new name into a redirect to the original page, but at least that works fine as best exhibited by EVO MAG +30%.

Counters

  • May be its own section or may add to Broken Stuff. I have to review the weirdness.

Randomized Skills

  • Expect lots of broken things. Randomized skills are weird. Things get weird trying to test and see what will or won't work.

Links[edit | edit source]

Disambiguation[edit | edit source]

  • When comparing two pages of the same name, but are different regardless of category (item, ability, monster/enemy), use Template:Disambiguation.
    • Example wording if same category: For the [example] variant, visit [[SameName (Example)]]., For the generic variant, visit [[SameName]].
    • Example wording if different category: SameName refers to a unit. For an enemy, visit [[SameName (Monster)]]., SameName (Monster) refers to an enemy. For a unit, visit [[SameName]].
  • When comparing 3 or more pages of the same name, but are categorically different (item, ability, monster/enemy), use Template:Otheruses.
  • Include a brief description detailing what the subject is, its origin, and how often it appears.
  • List of Same Names (outdated).

Misc.[edit | edit source]