User:LePlooper/PPQ Enemy Profile Creation Guide
Look, ma! Another box that indicates something! |
The Enemy Profile Guide's still being worked on. Soon, everyone shall be indoctrinated to make tables. Muahaha.
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Technicals. Those are the dreaded lands that bar measly enemy attacks. Lands with opponents that can withstand a facile rally. Gone are the Paprisus poking your cards around with sticks! You'll be tasting the blunt strikes and special skills that you have used, taken for granted. These quests are so significant you might have taken a gander at their pages on this very wiki, where something struck the very center of your iris.
An enemy profile table. Your curiosity must have piqued. Small wonder you're here right now. I will ensure you come out of this page a trustworthy enemy tablemaker.
I borrowed Pi's top button since this page might be a big one.
Making a Table + Adding Enemies
Of course, you'll have to create the table itself. Wiki tables overall are quite versatile, but since people new to making tables might see this, I'll just spoon-feed the basics.
We'll start with adding this thing:
{| class="wikitable" |}
It gives you this tiny, pathetic square.
Pathetic it shan't be! Let's add this.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) |}
↓
Turn | Action(s) |
---|
Awesome Things to Note
- The - dash is used to create a new row. Adding a new part without it creates a new column.
- The exclamation marks can be used in place of the vertical bars to create headers.
Let's add this dash after the Turn & Action part to create a row (and a space to put the characters in).
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />?/? |}
↓
Turn | Action(s) |
---|---|
Stage ?/? |
Cool. Now to add the characters. Quest characters in this wiki use index numbers for display so you just have to copy the index number and paste it. Said index number can be found by clicking the "edit" button on a card. (See Xin's Basic Info subsection on card templates for more information)
How about we add Pumpkin as an enemy?
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />?/? | {{301707|icon|size=50px}} |}
↓
Turn | Action(s) |
---|---|
Stage ?/? |
Adding multiple enemies is about as simple; you just need to add another Action column so it can be clear she also partakes in those, haha.
Let's invite Velena.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />?/? | {{301707|icon|size=50px}} | {{313607|icon|size=50px}} |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage ?/? |
Moving on.
Adding Starting Enemy Conditions
In technical maps, enemies usually have a preset collection of conditions (and some that are applied during certain actions, of course) simply named Enemy Conditions. Before we add Pumpkin's conditions, I'll give a basic rundown on permanent conditions' templates:
It's time now we assign HP and permanent conditions to Pumpkin. Velena's conditions can wait but she can have HP too.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />1/1 | {{301707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP<br />{{shield|1}}{{shield|2}}{{shield|3}}{{shield|4}}{{shield|5}}</div> | {{313607|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP</div> |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage 1/1 |
500 million HP
|
More Awesome Things to Note
- These templates can have their sizes adjusted.
Adding Actions + Types of Actions
The table is made and the conditions are set. Now it's time for the actions themselves.
The first to unleash their attacks may not be you. Enemies may sometimes pull out preemptive attacks when you enter a new stage, which is a very common sight in technical quests. This is usually considered to be "Turn 0" in this wiki, though Game8 and the game itself consider it Turn 1.
Let's start with a simple single attack performed by Pumpkin. The attack is colored (green in this case, just like her) so let's fancy the damage number up with green as well.
Attacks from enemies may either be colored or colorless. The colors I prefer to use for attacks are as follows:
- Crimson for red attacks.
- Blue for blue attacks.
- Green for green attacks.
- Goldenrod for yellow attacks.
- Purple for purple attacks.
- Grey for colorless attacks.
This is merely a recommendation (and it would actually be best not to use color at all if you want to accommodate for colorblind users and instead state the color itself if the enemy attacks using a different one). Any color close to the original is appreciated, though consistency is very much preferred and it would be best you do not use the destructive, eye straining colors.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />1/1 | {{301707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP<br />{{shield|1}}{{shield|2}}{{shield|3}}{{shield|4}}{{shield|5}}</div> | {{313607|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP</div> |- | 0 | Single attack ({{color|8000|green}}) |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage 1/1 |
500 million HP
| |
0 | Single attack (8000) |
Baah, not good enough of an example of a table you'd see out in the wild. How about I convert it to a Mass attack, move it to Turn 1, and fill the missing space with something cooler, like, uh, Recovery Down?
For some conditions, like Color Shield and Attack Down & Recovery Down, a percentage or multiple value should be provided. In this case Pumpkin will inflict Recovery Down for 5 turns with a -99% value. Let's add that, and add Turn 1 too.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />1/1 | {{301707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP<br />{{shield|1}}{{shield|2}}{{shield|3}}{{shield|4}}{{shield|5}}</div> | {{313607|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP</div> |- | 0 | All cards {{rcvdown}}5 (-99%) |- | 1 | Mass attack ({{color|8000|green}}) |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage 1/1 |
500 million HP
| |
0 | All cards 5 (-99%) | |
1 | Mass attack (8000) |
While we're at it, let's have Velena do something awesome.
| {{313607|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">500 million HP<br />{{fury shield}}{{fear shield}}{{confuse shield}}{{paralysis shield}}{{turnplus shield}}</div> |- | 0 | All cards {{rcvdown}}5 (-99%) | |- | 1 | Mass attack ({{color|8000|green}}) | Create {{garbage}}6 |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage 1/1 |
||
0 | All cards 5 (-99%) | |
1 | Mass attack (8000) | Create 6 |
Here she's converting 6 random puyos into garbage puyos, worded as "creation" (which will be touched upon later). Velena's also been given ailment resistances if you've noticed.
Let's keep this table short and simple.
| 0 | All cards {{rcvdown}}5 (-99%) | |- | 1 | Mass attack ({{color|8000|green}}) | Create {{garbage}}6 |- | 2 | | 2 cards {{fury}}1 |- | 3 | Single attack ({{color|8000|green}}) | |- | 4 | Mass attack ({{color|8000|green}}) | All cards {{fury}}2 |- | 5 | |<div style="line-height:16px; text-indent:-10px; padding-left:10px;">Mass attack<br/>(colorless {{garbage}}{{hard}}{{color|×100,000|grey}})</div> |}
↓
Turn | Action(s) | Action(s) |
---|---|---|
Stage 1/1 |
||
0 | All cards 5 (-99%) | |
1 | Mass attack (8000) | Create 6 |
2 | 2 cards 1 | |
3 | Single attack (8000) | |
4 | Mass attack (8000) | All cards 2 |
5 | Mass attack
(colorless ×100,000) |
After a certain number of turns, the enemies will loop back to a certain action, commonly Turn 1. Of course, we'll have to indicate this.
|- |- | 5 | |<div style="line-height:16px; text-indent:-10px; padding-left:10px;">Mass attack<br/>(colorless {{garbage}}{{hard}}{{color|×100,000|grey}})</div> |- | 6+ |style="text-align:center;"| ''loops from Turn 1'' |style="text-align:center;"| ''loops from Turn 1'' |}
↓
That's a well done table if I've ever seen one.
Ah, you might have noticed Velena inflicts the Fury ailment. She does the basic method of ailment infliction, which means, yes, there's another way. I'll show it shortly.
That also made me notice I haven't given a rundown on temporary conditions. Heeeeeere they are (well, some of them; in other words ones that are used by enemies), with short explanations of what they do:
...This table's over with, let's bring out a new one.
In this table, Zara's out and about creating and transforming stuff. Hilda unleashes attacks that inflict ailments when hit, which is that secondary method of inflicting ailments I was talking about.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />1/1 | {{108307|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">400 million HP<br />{{confuse shield}}{{paralysis shield}}{{seal shield}}{{turnplus cut|1}}</div> | {{106707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">100 million HP<br />{{confuse shield}}{{paralysis shield}}{{seal shield}}{{turnplus cut|1}}</div> |- | 0 | Create {{prism}}12 | Attack 3 cards ({{color|4000|crimson}}) + {{paralysis}}1 |- | 1 | Transform {{puyo|2}}3 → {{heart}} | Mass attack ({{color|4000|crimson}}) |- | 2 | Transform {{puyo|3}}3 → {{heart}} | |- | 3 | Transform {{puyo|4}}3 → {{heart}} | Mass attack ({{color|4000|crimson}}) + {{fear}}2 |- | 4 | Transform {{puyo|5}}3 → {{heart}} | Single attack ({{color|4000|crimson}}) + {{confusion}}1 |- | 5 | Create {{garbage}}24 | Attack 3 cards ({{color|4000|crimson}}) + {{paralysis}}1 |- | 6+ |style="text-align:center;"| ''loops from Turn 1'' |style="text-align:center;"| ''loops from Turn 1'' |}
You get the idea of this table. Next one.
Here we have Legamünt, Bestoll, and Felix with new tricks up their sleeves. This table goes up to Turn 10, which is pretty much the maximum amount of turns a Technical quest usually (emphasis on usually) has before it loops.
{| class="wikitable" |- ! Turn !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) !!style="width:250px;"| Action(s) |- !style="line-height:16px; background-color:#FFFFCC;"| Stage<br />1/1 | {{420307|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">1 billion HP<br />{{confuse shield}}{{paralysis shield}}{{ailment cut|1}}{{turnplus cut|1}}</div> | {{412707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">625 million HP<br/>{{confuse shield}}{{paralysis shield}}{{ailment cut|1}}{{turnplus cut|1}}</div> | {{414707|icon|size=50px}} <div style="display:inline-block; vertical-align:middle; line-height:16px;">625 million HP<br/>{{confuse shield}}{{paralysis shield}}{{ailment cut|1}}{{turnplus cut|1}}</div> |- | 0 | Mass attack ({{color|20%|goldenrod}}) | Transform {{chance|4}}2 | 1 card {{seal}}5 |- | 1 | Create {{prism}}8 (6th row) | 2T Trace Capacity -1 | |- | 2 | | | 1T Transform Next {{nextpuyo|4}} |- | 3 | Transform all {{prism}} → {{garbage}} | Attack 2 cards ({{color|5000|goldenrod}}) + {{fear}}1 | All enemies {{autorcv}}3 (10%) |- | 4 | Mass attack ({{color|6000|goldenrod}}) + {{fatigue}}3 | All cards Skill Rewind (+5) | |- | 5 | Create {{prism}}8 (5th row) | | <div style="display:inline-block; vertical-align:middle; line-height:16px;">Mass attack<br/>(colorless {{garbage}}{{hard}}{{color|×100,000|grey}}) |- | 6 | Mass attack ({{color|20%|goldenrod}}) | Attack 2 cards ({{color|5000|goldenrod}}) + {{fear}}1 | |- | 7 | Transform all {{prism}} → {{garbage}} | | All cards {{atkdown}}1 (-99%) |- | 8 | Mass attack ({{color|6000|goldenrod}}) + {{fatigue}}3 | All cards Skill Rewind (+5) | |- | 9 | | | <div style="display:inline-block; vertical-align:middle; line-height:16px;">Mass attack<br/>(colorless {{garbage}}{{hard}}{{color|×100,000|grey}}) |- | 10 | Mass Toughpen. attack ({{color|60,000|goldenrod}}) | | All cards {{skillseal}}5 |- | 11+ |style="text-align:center;"| ''loops from Turn 1'' |style="text-align:center;"| ''loops from Turn 1'' |style="text-align:center;"| ''loops from Turn 1'' |}
This, uh, might've been a bit overwhelming, but it does show many other skills that you'd have no clue about otherwise. The remaining skills will be shown on the 5-turn table examples again.
Even More Awesome Things to Note
- The wording of "creation" and "transformation" have their uses. The former is used if the objects transformed aren't specific.
- If you want to check how much HP enemies have, bring along your trusty card that can inflict Poison on them. Poison inflicted from player cards deal 5% of the target's maximum HP. Just multiply that damage by twenty and you're golden.
- If the quest does not allow for Poison infliction, you can bring along a Western Monster guy, so as long as the enemy you're calculating HP from is unscathed.
The Very Real List of Actions
Here I'll take you through every action enemies may deploy in technicals (specifically ones I haven't already shown).
Poison
Poison from enemies may differ in percentage values, currently ranging from 1% to 50%. You aren't told outright, so just hang on for longer in there.
The attacks are to make this a bit more, uh, believable.
Reflection
The Reflection Shield skills are provided with multiples, which the actual game itself does not show. You really are gonna have to take one for the team just for that juicy information.
Attack Up/Damage Taken Up
When providing Attack Up and Damage Taken Up values, two templates are to be used.
- The first template, Causesmultiplier, indicates the multipliers that are present below after the condition is applied.
- It has a color parameter (which will be showcased later) for differentiation of multiple Causesmultiplier templates on the same enemy profile (i.e. Field Effects).
| Self {{atkup}}2 (2×) {{causesmultiplier}}
Self 2 (2×)
causes following red multipliers
|
It does look pretty scrunched here, but that's just because it's not in a correctly formatted table.
- The second template, Mult, is provided to the actions that are affected by the condition.
- Like Causesmultiplier, it has a color parameter.
- The other parameter (besides the multiple and color) is a span tag; it will show the multiplier result when you hover over it. It's not a requirement (because you have to factor in mobile users), just a cool little feature.
| Single attack (1000) {{mult|2|2000}}
Single attack (1000) 2000×2 |
This table in specific goes up to ten turns unlike the others in order to properly showcase how to use these conditions.
Attack Modes
If you ever said to yourself, "Thank God enemy cards can't use Attack Modes," shut your damn mouth. Welcome to the real world.
How do you write them? Use abbreviations for the type of attack deployed to reduce clutter.
Field Effects
Turn | Action(s) | Action(s) | Action(s) |
---|---|---|---|
??? HP
|
??? HP
|
??? HP
| |
0 | |||
1 | |||
2 | |||
3 | |||
4 | |||
5 | |||
6+ | loops from Turn 1 | loops from Turn 1 | loops from Turn 1 |
Inversion Shield
Turn | Action(s) | Action(s) | Action(s) |
---|---|---|---|
??? HP
|
??? HP
|
??? HP
| |
0 | |||
1 | |||
2 | |||
3 | |||
4 | |||
5 | |||
6+ | loops from Turn 1 | loops from Turn 1 | loops from Turn 1 |
Adding Multiple Stages
Special Effects and Leader Skills
Overall Glossary
Section That Has Nothing To Do With The Guide And Is Merely For Holding Enemy Table Drafts To Use In Pages
The Ecoloses
Transform all → |
All enemies 4 (1.5×)
causes following red multipliers
|
Attack 3 cards (7500) 11,250×1.5 +1 |
None |
None |
2T Transform Next |
None |
None |
None |
Endless Tower 1F-41F (RBG)
Turn | Action(s) | Action(s) | Action(s) | Action(s) | Action(s) |
---|---|---|---|---|---|
Stage 1/3 |
|||||
0 | Mass attack (403-11,088) | ||||
1 | 3 consec. attacks (192-5280) | ||||
2 | 3 consec. attacks (192-5280) | ||||
3 | Mass attack (269-7392) | ||||
4 | 3 consec. attacks (192-5280) | ||||
5 | 3 consec. attacks (192-5280) | ||||
6+ | loops from Turn 3 | loops from Turn 3 | loops from Turn 3 | ||
Stage 2/3 |
|||||
0 | Mass attack (403-11,088) | All enemies 2(1) (1.5×)(2) | |||
1 | 3 consec. attacks (192-5280) | ||||
2 | 3 consec. attacks (192-5280) | Single attack (269-7392) | |||
3 | Mass attack (269-7392) | All enemies 2(1) (1.5×)(2) | |||
4 | 3 consec. attacks (192-5280) | ||||
5 | 3 consec. attacks (192-5280) | Single attack (269-7392) | |||
6+ | loops from Turn 3 | loops from Turn 3 | loops from Turn 3 | loops from Turn 3 | |
Stage 3/3 |
|||||
0 | Mass attack (504-13,860) | All enemies 2(1) (1.5×)(2) | All cards Skill Rewind (+10)(3) | ||
1 | 3 consec. attacks (240-6600) | ||||
2 | 3 consec. attacks (240-6600) | Single attack (336-9240) | Single attack (336-9240) | ||
3 | Mass attack (336-9240) | All enemies 2(1) (1.5×)(2) | |||
4 | 3 consec. attacks (240-6600) | All cards Skill Rewind (+10)(3) | |||
5 | 3 consec. attacks (240-6600) | Single attack (336-9240) | |||
6+ | loops from Turn 3 | loops from Turn 3 | loops from Turn 3 | loops from Turn 3 | loops from Turn 2 |
(1) - 21F (1 turn on preceding floors)
(2) - 0.1× (1F), 0.5× (11F), 1× (21F)
(3) - +4 on 11F and below (1 card 1F, 2 cards 11F)