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Proposal: More categories

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I've been working on making Semantic skill pages that hopefully solve a few of these problems.

As far as things like super-armour and iFrames go, I would just say the skill has them in general with something like a category like Skills that have superarmor and elaborate on where in some place like the notes.

AS FOR GRABS

This game handles lots of stuff weirdly.

Super Hold is I think at a base level "you stopped an enemy from performing an action". This is often overlapped with the generally used term of a hold (which is more often refers to a super hold) or a grab (which is more like Spriggan/BBQ/Smasher that require a hit before animation lock begins).

  • There are animation holds, like Fling or Air Steiner where the enemy is travelling with you via forced animation on them.
  • There are hitstun holds where the enemy is permanently flinched. Florae Collider and the initial suction of Sesto Elemento are like this.
  • There are status holds like the illustrious Junk Spin that just lock something under a negative status effect. The Fear of Death from Dark Side room 4 is like this on players.

Some monsters can get out of hitstun, but can't really get out of a status or animation once inflicted. There are also more bizarre holds like Ouroboros which do something more unique.

18:23, 23 September 2015

Alright, that makes things more clear. Sorry about the late response. I'm terrible at focusing on multiple projects at once. Now that the skill info I wanted to do is mostly done, I can start looking into the template myself too. Would be nice to know how to do.

21:42, 5 October 2015

The whole page needs a rework in such a way that it doesn't screw with what's already entered, and if it does, gracefully fails. I think the current stuff is "good enough" and really doesn't need anything done that soon.

I'm still fiddling with how the semantic stuff should be layed out. Once I get items "done", I would like to come back to skills.

22:23, 5 October 2015