Module:EnemyEncounters/doc

This is the documentation page for Module:EnemyEncounters

Parameter Naming

Module invocation is done via passing parameters and arguments. These parameter names and argument values are all done in the following format

  • <Node Letter><Pattern Number>_<parameter> = <argument value>

except for assigning node labels which is shown below.

All parameters still need a pipe character, "|", before the parameter call. Eg, (replace '{' with '{{')

  • {#invoke:EnemyEncounters | encounterTemplate
    |A1_xp=900
    |A1_lv=< 80
    |A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
    |A1_form=line_ahead
    }

All parameters passed to the EnemyEncounters module are named under a simple scheme as described in each subsequent section.
You may add span and css tags as you wish as they will be pasted in directly to the page. Examples are below.

Everything is Case-Insensitive

Node Label

Simply pass the name of the node with

  • <Node Letter>_label = <some name>

For example,

  • A_label = Night Battle
  • B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>

Air Superiority and Air Supremacy

  • <Node Letter and Pattern Number>_air_superiority = <value>
  • <Node Letter and Pattern Number>_air_supremacy = <value>

Eg,

  • B2_air_superiority = 50
  • D5_air_supremacy = 100

Boss Nodes

If an explicit boss node is not given, the module will assume it is the last letter given.

  • boss_node = <Node letter>

Eg,

  • boss_node = M
  • boss_node = J

Xp

  • <Node Letter and Pattern Number>_xp = <value>

Eg,

  • F3_xp = 120

Pattern By Level

In the case that a pattern's appearance is determined by the HQ level such as 1-5 ExOp's first node.

  • <Node Letter and Pattern Number>_lv = <expression>

Eg,

  • A2_lv = >80 (Node A's pattern 2 will show up for admirals over level 80)
  • A1_lv = <=80 (Node A's pattern 1 will show up for admirals equal to or under level 80)

Form

Form refers to the enemy formation.

  • <Node Letter and Pattern Number>_form = <formation>

Formations are:

  • line_ahead
  • double_line
  • diamond
  • echelon
  • line_abreast

Examples are:

  • A1_form = line_ahead
  • B2_form = line_abreast

Node Final Forms

This is for denoting that a certain node pattern is the final form. For example, the composition of an enemy fleet might change for the final kill of a gauge map. These would be denoted by being a "final form" of the node's patterns. The parameter takes multiple arguments because there may be multiple final forms for a node based on level requirements.

  • final_form = <space separated list of nodepatterns>

Eg,

  • final_form = C2 C3

Enemies

Enemies are passed in a single parameter,

  • <Node Letter and Pattern Number>_node_info = <argument>

The formation argument should simply be the enemy names, listed below, separated by a space. All spellings are English spellings. Eg, "harbor" instead of "harbour". All enemy information can be seen at the bottom of the source as there is a gigantic table of the mappings.

Enemy ship names are done as follows:

  • <Shiptype>_<Class Name>_<Extra Ship Parameters>

where Shiptype is from the following list

  • DD
  • CL
  • CLT
  • CA
  • CVL
  • CV
  • BB
  • BBV
  • Transport
  • SS

The class name is for example:

  • Wo-class
  • Re-class
  • Nu-class
  • Ha-class

The Extra Ship parameter is optional and from the following list

  • Elite
  • Flagship
  • Flagship_2
  • Flagship_Kai
  • Late_Model

Some examples are:

  • SS_Yo-class
  • Transport_Wa-class_Flagship
  • CVL_Nu-class_Flagship
  • CV_Wo-class_Flagship_Kai

For bosses, type out their full name (don't use shorthand like BB_hime).

  • For final forms, simply add "_final_form" at the end
  • Floating Fortresses and Escort Fortresses have three forms and need "_1", "_2", and "_3" appended
    • floating_fortress_1
    • floating_fortress_2
    • etc
  • For Hoppou (Northern Hime), the 3-5 form has 3-5 appended as such
    • northern_princess_3-5_final_form



You would invoke the full argument such as follows:

  • B2_node_info = clt_chi-class_elite dd_ro-class_elite dd_ni-class_late_model
  • C5_node_info = dd_i-class_late_model cl_he-class_flagship

You can find all ship names via the enemy vessel's page. Simply replace spaces with underscores.

Information for Non-Combat Nodes

For nodes such as maelstroms and resource nodes, you will use the "node_info" argument.
As a note, the words "fuel", "steel", "ammo" and "bauxite" will be replaced by their respective small icons such as        

Eg,

  • B2_node_info = Maelstrom fuel -50 75 100 125

will result in

  • Maelstrom   -50 75 100 125

Eg,

  • B3_node_info = "Must be my imagination" (battle avoided)
  • C2_node_info = "steel +100 125 150 175

Example invocation

{{#invoke:EnemyEncounters|encounterTemplate
|A1_xp=900
|A1_lv=< 80
|A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
|A1_form=line_ahead
|
|A2_xp=9000
|A2_lv=> 80
|A2_node_info=fuel +50 75 100 125
|A2_air_superiority = 50
|A2_air_supremacy=100
|
|B1_xp=900
|B1_node_info=Maelstrom fuel -50
|B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>
|final_form = A2}}

will result in

Show/Hide Nodes and Enemy Encounters
Nodes and Enemy Encounters
NodePatternXpLvNode InfoForm
APattern 1
Final Form
900 < 80       
Pattern 29000 > 80   +50 75 100 125
B
敵前衛警戒部隊
Day Battle
Pattern 1900 Maelstrom   -50

Ignore the nonsense pattern information, please :D (Apparently you fight a maelstrom at node B and it's only day battle)

Credit

Module written by Remi_Scarlet