User:Toomai/Template:HitboxTableHeader: Difference between revisions

there are various ways to fix this, but this time I feel like not doing the one where everything is jammed together on one line
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(there are various ways to fix this, but this time I feel like not doing the one where everything is jammed together on one line)
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!ID
!ID
!Part{{#if:{{{rehit|}}}|
!Part{{#if:{{{rehit|}}}|
!{{rollover|Rehit rate|If not 0, hits again every X frames|y}}}}
!!{{rollover|Rehit rate|If not 0, hits again every X frames|y}}}}
!Damage
!Damage
!{{rollover|SD|Shield damage|y}}
!{{rollover|SD|Shield damage|y}}
!Angle{{#if:{{{af|}}}|
!Angle{{#if:{{{af|}}}|
!Flipper}}
!!Flipper}}
!{{rollover|BK|Base knockback|y}}
!{{rollover|BK|Base knockback|y}}
!{{rollover|KS|Knockback scaling|y}}
!{{rollover|KS|Knockback scaling|y}}
!{{rollover|FKV|Fixed knockback value|y}}{{#if:{{{setweight|}}}|
!{{rollover|FKV|Fixed knockback value|y}}{{#if:{{{setweight|}}}|
!{{rollover|Set weight|Treats opponent's weight as 100|y}}}}
!!{{rollover|Set weight|Treats opponent's weight as 100|y}}}}
!Bone
!Bone
!Radius
!Radius
!colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}{{#if:{{{xpos2|}}}{{{ypos2|}}}{{{zpos2|}}}|
!colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}{{#if:{{{xpos2|}}}{{{ypos2|}}}{{{zpos2|}}}|
!colspan="3"{{!}}{{rollover|Offset 2|If given, hitbox strecthes from Offset to Offset 2, instead of being a sphere at Offset|y}}}}
!!colspan="3"{{!}}{{rollover|Offset 2|If given, hitbox strecthes from Offset to Offset 2, instead of being a sphere at Offset|y}}}}
!{{rollover|Clang|Whether the hitbox can clang with other moves|y}}{{#if:{{{rebound|}}}|
!{{rollover|Clang|Whether the hitbox can clang with other moves|y}}{{#if:{{{rebound|}}}|
!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}}}
!!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}}}
!{{rollover|G|Hits grounded targets|y}}
!{{rollover|G|Hits grounded targets|y}}
!{{rollover|A|Hits aerial targets|y}}{{#if:{{{hitbits|}}}|
!{{rollover|A|Hits aerial targets|y}}{{#if:{{{hitbits|}}}|
!{{rollover|Hit bits|Controls what type of objects can be hit|y}}}}{{#if:{{{sdi|}}}|
!!{{rollover|Hit bits|Controls what type of objects can be hit|y}}}}{{#if:{{{sdi|}}}|
!{{rollover|SDIx|Smash DI multiplier|y}}}}{{#if:{{{ff|}}}|
!!{{rollover|SDIx|Smash DI multiplier|y}}}}{{#if:{{{ff|}}}|
!{{rollover|FFx|Freeze frames multiplier|y}}}}{{#if:{{{trip|}}}|
!!{{rollover|FFx|Freeze frames multiplier|y}}}}{{#if:{{{trip|}}}|
!{{rollover|T%|Trip chance|y}}}}{{#if:{{{direct|}}}|
!!{{rollover|T%|Trip chance|y}}}}{{#if:{{{direct|}}}|
!Direct}}{{#if:{{{type|}}}|
!!Direct}}{{#if:{{{type|}}}|
!Type}}
!!Type}}
!Effect
!Effect
!Sound{{#if:{{{blockable|}}}|
!Sound{{#if:{{{blockable|}}}|
!Blockable}}{{#if:{{{reflectable|}}}|
!!Blockable}}{{#if:{{{reflectable|}}}|
!Reflectable}}{{#if:{{{absorbable|}}}|
!!Reflectable}}{{#if:{{{absorbable|}}}|
!Absorbable}}{{#if:{{{flinchless|}}}|
!!Absorbable}}{{#if:{{{flinchless|}}}|
!Flinchless}}{{#if:{{{heedless|}}}|
!!Flinchless}}{{#if:{{{heedless|}}}|
!{{rollover|Heedless|Damages teammates regardless of team attack|y}}}}{{#if:{{{piercing|}}}|
!!{{rollover|Heedless|Damages teammates regardless of team attack|y}}}}{{#if:{{{piercing|}}}|
!{{rollover|Piercing|Can hit through invincibility|y}}}}{{#if:{{{nogfx|}}}|
!!{{rollover|Piercing|Can hit through invincibility|y}}}}{{#if:{{{nogfx|}}}|
!{{rollover|No GFX|Disables on-hit graphic effects|y}}}}<noinclude>
!!{{rollover|No GFX|Disables on-hit graphic effects|y}}}}<noinclude>
|}</noinclude>
|}</noinclude>