User blog:GreenMoriyama/Custom Content Guide for Wikia Blogs

Welcome to the tutorial on how to properly create blog posts for custom content which conforms to the LoL Wiki's etiquette. In this tutorial, we will be going over the how-tos of basic formatting and the process of publishing custom content on the LoL Wiki.

Introduction
With any game or story, there are bound to be people who would like to add their own imaginative contents, such as, but not limited to, characters and plot lines. Here at the LoL Wiki, and for League of Legend fans in general, users after users have conceived their own creative content for the LoL universe, whether it be new items, reworks of official champions or even entirely new champions. And among the bearers of such creativity, there are others who also provide critique to others' contents or even collaborate on small projects. By reading this guide, we hope that those of you who are unfamiliar to the LoL Wiki's etiquette regarding custom content will have both an easier time conforming to the aforementioned and an overall better experience with the creative community we have here.

Do note: while this guide will cover the basic programming language of the wiki (HTML and Templates), it is still highly recommended that one also reads Tylobic's Basic LoL Wiki Tutorial if they wish to better understand the foundation of formatting on this Wiki. Some contents of this guide will overlap with Tylobic's guide, while others will not.

What qualifies as "Custom Content"
Before diving into how to create Custom Content, what defines "Custom Content"?

Custom content is any content created that is created by a user and is envisioned to be their thought of what should be in the game. It can range from items to champions, along with even lore pieces and game mechanics. However, they are not just any typical discussion of "what ifs," but much more grounded collections of thoughts placed upon the canvas of the game.

Custom Champions
As the name implies, custom champions are a user's personal proposition of a new champion. They can be conforming to the world of Runeterra, or they can be expies/crossover characters from another game. They are defined as being a new champion a player can supposedly play.

Exa: A paintbrush wielding summoner-mage!

Custom Items
Custom items are just that: a new item that is available in the shop. They can be completely new items, or they can be derivatives from existing ones. They can be an upgrade to a current item that does not have one, or can be the holder of a new mechanic the creator wants to express.

Exa: +  = Blood Bane

Rework / Change Proposals
Rework and Change proposals are for blogs where the creator wants to express a patch they want to see in the game for existing content. They might want to buff/nerf a champion, or they may want to see an item fulfill something closer to their intended fantasy. Compared to custom champs or items, this group of blogs are for those who want to improve the current state of the game than add new champs/items to the roster.

Exa: Better Nerf ; Bring with an updated mechanic

Others (Lore, Gameplay, & Systems)
There are many other blogs that are much like custom content that are not specific to one champ or item. These are typically blogs that step outside the typical realms of custom content, as the creator looks at the game as a whole or the theme as a whole.

Exa: Other regions of Ionia; How to better  and its fading edges; New masteries or summoner spells

Basic Guideline of Editing
For the how-to for basic editing on the Wiki, please refer to Tylobic's Basic LoL Wiki Tutorial.

Starting up Custom Content
For anyone who is new to the content creation scene, it is always good to start out with a template and play around with it. One good source is to use this start-up, provided by Mineko Charat Lucky, or this. They have everything from the stats box to the ability kits. Lore and other items are added on one's own accord.

For a copy-paste setup, copy the code listed below and paste it into your own blog.

{{HiddenB {{custom champion info }}
 * Custom Champion Template
 * align = center
 * content =
 * disp_name = Hero
 * image =
 * title = the Hero
 * herotype = {{Attributes|Assassin|Marksman|Fighter}}
 * alttype = {{Attributes|Support|Tank|Jungler|Mage|Recommended|Stealth}}, Pusher
 * date = January 1st, 2???
 * rangetype = melee
 * health = 10
 * attack = 10
 * spells = 10
 * difficulty = 10
 * hp_base = 10
 * hp_lvl = 1
 * mp_base = 10
 * mp_lvl = 1
 * mp5_base = 1
 * mp5_lvl = 0.1
 * resource = Mana
 * ad_base = 5
 * ad_lvl = 0.1
 * range = 125
 * arm_base = 10
 * arm_lvl = 2
 * mr_base = 32.1
 * mr_lvl = 1.25
 * as_base = 0.3
 * as_lvl = 0.5
 * hp5_base = 1
 * hp5_lvl = 0.1
 * ms = 325

Hero, the Hero is a custom template champion in League of Legends.

Lore
Lore of Hero.

""I'm a hero.""

- Hero

Comments
Your comments.

Use this link to make your own custom champion concepts. Do remember to use the format [YourName]_[FileName].jpg (no brackets) when uploading pictures to a wikia. }}

Updated Champion Rating
The updated radial rating system can be utilized by replacing the base attributes with damage, toughness, control, mobility, utility, and difficulty with their corresponding values an integer of choice between 0 and 3. A new variable called style is also present, whose value should be any integer from 0 to 100 in the steps of '10's; the lower the value of style, the more it implies that the champion relies solely on basic attacks, rather than abilities. And visa versa.

An alternative version of the copy-paste setup which utilizes this is shown below.

Note that for both of the set-ups above, a custom champion may only have one role for each of their primary and secondary roles, lest the utilized template be broken.

Latest Template
For those that are comfortable with the basic usage of templates, and are desiring a more modern look (subject to personal preference), it may be worth having a look into a newer deviation of the custom champion template which standardizes its visuals to that of an official champion page.

A copy-paste setup is available below.

For rework proposals, use instead of  Both templates utilize the same variables.

Basic Formatting
The most important thing about formatting not only custom content, but everything else on the Wiki is the proper use of templates. Templates allow information to be presented in neat and streamlined collections that are also visually appealing, making navigating the page that much easier and enjoyable.

Below are some commonly used templates, their respective functions and how to appropriately use them in a CCC.

tt= This is the code for tooltips. It is used for showing (usually extensive) details hidden "behind" other text by hovering over the latter. The code looks like this: and results like this:

This is the code for color-coding ability scalings. It is used for coloring stats, or color given text based on a stat. The code looks like this: or and results like this:
 * -|as=

&

---

This code is context sensitive. It will automatically color the text the appropriate color for attack speed, health, ability power, magic resistance, etc. If unsure if the text will be colored correctly, take the soft option of adding the extra parameter at the end with the stat you want the text to be colored for.

This is the code for ability progression. It is used for displaying progressing values in an ability, scaling by the ability's rank, in addition to visually streamlining decimal values. The code looks like this: and results like this:
 * -|ap=

---

This is the code for passive progression of values, more specifically for champion leveled values. It is used for displaying progressing values by level or, if specified, other parameters. The code looks like this: and results like this:
 * -|pp/pp18=

---

Adding "formula=" allows you to display a formula for the progression. Adding "type=" changes the first value from "level" to whatever type of scaling you desire.

This is the code for flip text. It is used to have text flip upon clicking them and displaying two related values, such as the minimum and maximum outputs of an ability. The code looks like this: and results like this:
 * -|ft=

---

Due to all ft templates being connected when on the same page, when 2 or more are present on a page, clicking one will switch over all others too. Scroll box= This is the code for a scroll box, as it says. The code looks like this: and results like this:

Keep in mind, longer texts will stay inside the same box to avoid taking too much vertical space. This looks like this:

This can be manually circumvented if one wishes however by manually inputting the desired integer for the maxheight variable.

looks like this:

lc= lc is the code for large cap. It is used for inserting text that is bold and all-capped, usually to define an effect name or property. The code looks like this: physical damage and results like this:

physical damage

---

Using nolist= will prevent the template from adding the bullet point. Looks like this: not a list sbc is the code for small bold caps. The code looks like this: and results like this:
 * -|sbc=

This is the code for displaying champion/ability/item images next to a text, while also link it to the page. It is used for when you want more visibility on a page for specific champions, abilities or items than simple text. The code looks like this: or or  and results like this: & &
 * -|ci/ai/ii=

---

One more paramter can be placed after the name of the champion/ability/item to make a personalized name for it. For example, will become.

This is the code for custom champion info. It is used when wanting to add a custom image to a text, plus link it to a desired page. The code looks like this: and results like this:
 * -|cci=

---

This can be used for adding any image to any text, and is not specific for champions.

This is the code for crowd control tip. It is used to designate an image and tooltip for text that refers to a crow control effect. The code looks like this: or and results like this: &
 * -|cctip=

Cctip can also use non-crowd-control-related parameters such as ranges ( /,  / ), lanes ( /  /  /  /  / ), or.

---

Double-check if the designated text is a proper crowd control name, or else the template will give back an "error" text that can be a pain to see on the page.

This is the code for Quotes. It is used for quotes, duh. The code looks like this: ""No, Luke. I am your father.""
 * -|Quote=

- Darth Vader and results like this: ""No, Luke. I am your father.""

- Darth Vader

---

Quotation marks are optional, but remember they are not included formally.

More basic formatting tricks can be found on Tylobic's blog mentioned near the top of this blog.

Advanced Formatting
Even after one finishes their custom champion's kit, stats and lore, there are still some ways they can further expand their champion, such as creating an information box of the character's data, seen commonly on the official champions' background pages with their respective renders. You can learn how to use these by inspecting the source code for the champs' pages.

Creating Healthy Content
One item to consider if you're new to the notion of healthy design and the differentiation of what is healthy and isn't, is Zileas' List of Game Design Anti-Patterns. This blog discusses a number of design paradigms and philosophies that should - for the most part - be avoided and as to why they fail to provide an enjoyable experience for the players. Aside from that, there is also featured creation of kits or effects, how to judge which to add to the game and what just doesn't work.

Let's not forget that when designing a champion, it is always a good idea to create a connection between the theme and the kit. If they are disconnected, the concept as a whole will receive less appreciation, and the champion's very gameplay doesn't resonate with its character. However, it is also important to make sure that the kit's balance doesn't delve too much, if not at all, on the thematic - very rarely should you sacrifice gameplay for theme.

It's also advantageous to study how Riot designs their champions. You can find tons of info about their process via their Monthly Q&A w/Ghostcrawler and Design Streams with featured designers, their podcasts, and their champion reveals and insight pages. Also, this video of Rioters @ PAX East 2015 - The Journey of Champion Design and this dev diary are amazing resources.

While numbers are always adjustable, they should be formulaic and also somewhat balanced (basically not outrageous). Numbers should scale in either a or  fashion; while wild concepts are fine, streamlined numbers provide a better picture and a clean presentation. Numbers should not be entirely absurd, since they should on average what is the statistics of an ability. If one ability is supposed to have more range than another one, it should be apparent, but not overly apparent. If you need a way to gauge the stats of a champion, try checking out the statistics of existing champions. Some general rules of thumb that are noteworthy are the following:
 * champions have attack ranges of 125 ~ 175 with most being 125. champions have attack ranges of 400 ~ 650, with most being 550.
 * champions have better base stats than champions, though barring, with the most notable being  & movement speed.
 * champions have based on level and  champions have  based on level.

As for classes, they too have a similar rundown of "general rules of thumb" as they are literally the classification of the champion and what they'll likely contribute (or lack in contribution) for the game/team. Check out this page for a fuller page on the topic.

Basic Classification
Fighter= Summary: (also called Bruisers) are sturdy damage dealers whose kit gives them incentive to be in the middle of fights. They generally have better combative stats than other classes, but are lacking in one or more of the other departments in turn such as, but not limited to the following: mobility, utility and crowd control.

Strength & Weaknesses:
 * Trumps every other class in raw base stats.
 * Limited range, lacks utility.

Summary: The stone-wall class type, can intake lots of damage, but often lack the means to return the damage in kind. Their abilities are geared towards keeping their team safe from harm, in addition to providing defensive options for their allies. With powerful crowd control and massive areas of influence, tanks are for sure the ones with the greatest presence in fights, barring the damage department.
 * -|Tank=

Strength & Weaknesses:
 * High survivability and utility.
 * Kit-dependent for situational damage and mobility.

Summary: are a class of champions with powerful abilities, at the expense of their performance without them. In turn, mages have the weakness of being generally immobile, meaning their defensive power also stems from the crowd control featured in their abilities. Mages in general benefit greatly from cooldown reduction, if only because they are ability-dependent.
 * -|Mage=

Strength & Weaknesses:
 * More impactful abilities compared to other classes.
 * Very vulnerable when their abilities are on cooldown.

Summary: Also known as Assassins, are cunning opportunists whom prefer situations which are advantageous for themselves. Finding lone and vulnerable enemies, then killing them as fast as possible is an Assassin's primary objective. Assassins excel at dealing burst damage and being mobile, but lack the means of being a constant threat, as like Mages, they are left with few options when their abilities are on cooldown. They are typically melee champions who focus on a single target.
 * -|Slayers=

Strength & Weaknesses:
 * High burst damage and mobility.
 * Lacks utility, and vulnerable if caught out themselves.

Summary: Strictly ranged as their namesake proposes, the are AA-reliant champions who trade toughness for the sustained damage they deal. Although at times they'll feature mobility, these are typically constricted to use for positioning or temporal means of escape. Their kit will typically promote the use of basic attacks of on-hit effects to deal maximum damage.
 * -|Marksman=

Strength & Weaknesses:
 * Best DPS in the game.
 * Kit-dependent mobility and crowd control, low health. Often lacks utility.

Summary: True to the meaning of their original name of "," help their teammates achieve their goals. A very diverse class, some supports are secondary tanks, some are spell-based, and some even deal damage to set up kills. The key to supports is their amazing utility or crowd control, which can make or break fights. However, supports are arguably the weakest class in 1v1 situations.
 * -|Controller=

Strength & Weaknesses:
 * Provide tons of utility.
 * Generally lacking in offensive options.

Summary: The ... is the specialist. While they may have hints of any of the classes above, their playstyle is so unique that marking them as any one class would misrepresent what they classify as.
 * -|Specialist=

A good majority of this category are champions who excel in zoning.

Strength & Weaknesses:
 * Typically fit a specific niche not exhibit by any other champion
 * Sub-par to par in other areas

Sub or Mixed Classification
When having a champion take a secondary role, consider how this secondary classification affects the champion's playstyle, or better to say, how the kit emulates this second class. If you build a kit to a specific gameplay style, make sure they follow proper strength & weakness based balance, while avoiding ridiculous extremes.

Final Touches of Custom Content
For goodness' sake, adding a "personal comments" section will personalize your work, along with telling incoming readers what your intentions were. Make sure to spell out, word for word, why you make the content, what it is supposed to do, and how it achieves that goal. If there is any personal story as to how the CC came to be, then say it.

Let's not forget that after posting the custom content, one should go back to editing the blog and remove the "blog post" category, visible on the bottom-right of the editing screen. The image on the right gives a visual (+1) on how removing this category should look like; as might say, "it's that simple."

Policies & Etiquette
There may be no written handbook of "How to be a good Custom Content Creator," but there still lies manners and policies that should be heeded when posting your works.
 * Don't create a page for your concept. Create a blog.
 * Make sure to remove the "blog post" category and add the "custom champion/content" category if the latter is missing from the category. Not doing this will clog up the front page's list of recent blogs, in a way causing double posting, which should be avoided.
 * Not complying with this policy warrants a warning. Repeated offences may result in a punishment.
 * Wait for a few days after the blog's creation to take action. People on the wiki are human, and they could just be busy with their lives.
 * If no one comes to review the blog after the first few days, ask around prolific CC creators or wait a little more. Do not repost a blog!
 * Do not first-post your own blog. Unless you have made actual progress since the creation of the custom content (such as an overhaul) and some has passed. There may be other exceptions, but consider not being the first to post under any circumstances.
 * Take criticism when provided. Even if the person is telling you how bad your concept may be, try to understand that your concept may actually need a tune up.
 * But, also make a difference between good criticism and bad criticism. If a reviewer simply points out what parts are not good without suggesting what to do about it, aside from noting what is bad, do not let the reviewer sway your intentions. Otherwise, ask back what the reviewer is trying to say to get more information.
 * Even if you have a concept in store, if you had released a concept in the last week, do not post the next blog. Unless that last concept is entirely, posting a new blog will not only clog the front page, but also cause suspicion of your efforts in improving any of your concepts.
 * Avoid posting multiple concepts on a single blog, especially in an attempt to circumvent the above statement. It may be good to be earnest to let one's concepts be reviewed, but posting too many may make it hard for a reader to read all the content on top of others being annoyed of the number of custom content being posted at once.
 * Always source used images. Pictures should be linked to their source or artist. Unless you had drawn the illustrations yourself, give credit to the artist, whether they be hired by you or not. Sourcing is your friend and can avoid the uncouthed bashing of people telling you about "unoriginal" material.
 * For ideas not original to yourself, such as when making a champion based off a character from another game, at the least reference the source material somewhere in the blog, somewhere obvious. This can help avoid people having ill thoughts of the concept being "unoriginal," when your intention were to copy over the concept from its source anyway.

Blog Policies in General
Taken from this:
 * What warrants deletion:
 * Incomplete champion concepts
 * Extremely difficult to read concepts
 * Copy paste of champion/concept templates
 * Concepts in a language that is not in English
 * Empty templates
 * Repeat offenders at failing to properly categorize (Last resort, and only after 4-5 times. A copy is sent to the message wall after deletion, or the user is warned to save the blog on their own before deletion)
 * What doesn't warrant deletion:
 * Terribly designed concepts (You can make it as broken or unoriginal as possible and as long as it doesn't compound with the above problems, it stays.)
 * formatting, though this doesn't mean that difficult-to-read presentations are to be promoted.
 * Bad grammar (As long as the concept isn't entirely gibberish, it stays as well)

Personal Comments
Hello, summoners of the LoL wiki. My name is GreenMoriyama, and I introduce to you today on the guidelines in creating "custom content." I created this blog due to witnessing a good handful of custom content blogs lacking in content and, to be blunt, utter disasters that waste the space. In some cases, it stems from the lack of a guideline or policy page for such content, or the creators at hand are new to creating champions or content overall, thus I wish for this to be reduced if not outright removed. There are other content creators who place items with more depth to them, and to see them drowned out by other less dedicated posts is rather depressing. I'm aware of how rude (or maybe even insensitive) this could be some who believe they are contributing proper content, but it is still possible to take a step back and look at how one's action can affect others.

This issue has been prevalent, thus discussed, in the past, so once and for all, I want to provide a blog that helps new users join the content creation scene. There is a suggestion wiki created solely for custom content, but I personally feel that this alienates the content creation community, since that site also has a great lack of accessibility and traffic.

If you ever have questions about custom content and their making, you may ask me, an admin or others you see making good criticism on custom champion blogs. There is no harm in asking.

And a final thanks go to the follower users who helped with this guide: User:KeithCornell,User:Lesdin, User:LivesByProxy, and User:Poisonshark. My gratitude to all other content creators too and their inspiring works.