Template talk:M+RSOH bestiary
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We kind of need a M+RSOH enemy infobox template that is closer in style to {{M+RKB enemy}}, which in turn matches with the infobox templates we have for the enemies in Super Mario RPG, Paper Mario and Mario & Luigi. With the current template we use for those, it kind of looks very jarring, e.g. with Phantom or Goomba. I'd do it myself, buuuut it looks like this and related templates aren't always transcluded for some reason (see the Goomba page), and for some reason, our SoH bestiary page doesn't make use of a code that can transclude certain selections, nor an includeonly
and noinclude
combination that makes use of both bestiary template and enemy infobox, like all our other bestiary pages... not to mention there's like three different templates that could easily be merged into one, and, for some reason, attacks are being listed outside the template. That means there's a LOT of work to do to rectify this, and I'm not sure I have the time for that.
This template can stay, for all our other bestiary pages make use of a bestiary template... however, it might need some serious retooling (like I had done with {{SMRPG Monster List}}) to not only include all the stats, but also to be made horizontal... like the bestiary templates for all our other bestiary pages.
It appears that Zootalo (talk) is responsible for the bestiary and enemy templates for both Mario + Rabbids Sparks of Hope and Super Mario RPG (Nintendo Switch), and they are/were both wildly different from what we used in previous games (particularly the styles we used for Mario + Rabbids Kingdom Battle and the original Super Mario RPG: Legend of the Seven Stars). Zootalo, if you're reading this, I suggest you to be mindful of our previous templates next time you manage a bestiary. rend (talk) (edits) 11:17, May 31, 2024 (EDT)
- I support a change to make this look like other Mario RPG templates. I however am very bad at creating/modifying templates so I can't completely change the existing M+RSOH enemy templates. That's why the Golems have their "Golem Shell" information outside of the template. Sparks (talk) 11:26, May 31, 2024 (EDT)
- The issue I find is how we handle enemy HP and attack power, which changes for every level alongside every difficulty, and across the main game and DLCs. Nightwicked Bowser 11:34, May 31, 2024 (EDT)
- Some of the hybrid templates, such as {{SMRPG enemy}}, have a show/hide table for extra/miscellaneous stats, but only in the infobox's vertical style. Maybe we could try to find a way to implement the HP stats like that in a horizontal fashion?
As for the Golem Shell, I think we could combine that, the Undashable, and the Flippable points as a switchable variable (something that makes use of the{{#switch:}}
parser function). I don't know what the official name for such a variable is, but i would call itbody
for the time being. rend (talk) (edits) 12:28, May 31, 2024 (EDT)
- Some of the hybrid templates, such as {{SMRPG enemy}}, have a show/hide table for extra/miscellaneous stats, but only in the infobox's vertical style. Maybe we could try to find a way to implement the HP stats like that in a horizontal fashion?
- The issue I find is how we handle enemy HP and attack power, which changes for every level alongside every difficulty, and across the main game and DLCs. Nightwicked Bowser 11:34, May 31, 2024 (EDT)