Template:MeleeHitboxTableHeader: Difference between revisions

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{|class="wikitable" style="text-align:center;font-size:75%;"
{|class="wikitable hitboxtable" style="text-align:center;font-size:75%;"
|-
|-
!ID!!Part!!Damage!!{{rollover|SD|Shield damage|y}}!!Angle!!{{rollover|BK|Base knockback|y}}!!{{rollover|KS|Knockback scaling|y}}!!{{rollover|FKV|Fixed knockback value|y}}!!Radius!!Bone!!colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}!!{{rollover|Clang|Whether the hitbox can clang with other moves|y}}!!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}!!Effect!!{{rollover|G|Hits grounded targets|y}}!!{{rollover|A|Hits aerial targets|y}}!!Sound{{#if:{{{special|}}}|!!Blockable!!Reflectable!!Absorbable}}<noinclude>
!ID!!Part!!Damage!!{{rollover|SD|Shield damage|y}}!!Angle!!{{rollover|BK|Base knockback|y}}!!{{rollover|KS|Knockback scaling|y}}!!{{rollover|FKV|Fixed knockback value|y}}!!Radius!!Bone!!colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}!!{{rollover|Clang|Whether the hitbox can clang with other moves|y}}!!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}!!Effect!!{{rollover|G|Hits grounded targets|y}}!!{{rollover|A|Hits aerial targets|y}}!!Sound{{#if:{{{special|}}}|!!Blockable!!Reflectable!!Absorbable}}<noinclude>
|}
|}
==Usage==
==Usage==
Used to provide detailed hitbox data. If any special hitboxes are involved, add <code>special=y</code>.
Used to provide detailed hitbox data. If any special hitboxes are involved, add <code>special=y</code>.



Latest revision as of 02:06, April 13, 2022

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound

Usage

Used to provide detailed hitbox data. If any special hitboxes are involved, add special=y.

This is an unterminated template: a |} must be provided once the rows are finished.

Unfortunately, there are a few things about Melee hitbox data (especially special ones) that we don't know anything about (or even how they're organized), so unlike Brawl hitboxes a possibly significant amount of information will have to be left out (and then probably all added in with scads of edits if/when we do figure them out).