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ChampionSquare
Champion SkinLoading
BE icon Error de script Rp Error de script

Champion attribute background

Note that the client rates champions on a scale of 1-3, with champions that feature both None and Low in a particular strength being marked equally. In contrast, this Wikia uses a 0-3 scale for Toughness, Control, Mobility and Utility. Any champions listed as 0 can be considered a 1, officially.Damage - A champion's ability to deal damage.Toughness - A champion's ability to survive being focused.Control - A champion's ability to disable or disrupt enemies.Mobility - A champion's ability to move quickly around the map, blink or dash.Utility - A champion's ability to grant beneficial effects to their allies or to provide vision.Champion attribute overlay
[[File:Champion attribute segment Error de script.png|190px|link=]]
[[File:Champion attribute segment Error de script.png|190px|link=]]
[[File:Champion attribute segment Error de script.png|190px|link=]]
[[File:Champion attribute segment Error de script.png|190px|link=]]
[[File:Champion attribute segment Error de script.png|190px|link=]]
Error de script
[[File:Error de script<strong>.png|32xpx|border|link=]]</div></div>
[[File:<strong class="error">Error de script<strong>.png|32xpx|border|link=]]</div></div>
[[File:<strong class="error">Error de script<strong>.png|32xpx|border|link=]]</div></div>
[[File:<strong class="error">Error de script<strong>.png|32xpx|border|link=]]</div></div>
[[File:<strong class="error">Error de script<strong>.png|32xpx|border|link=]]</div></div>
Vida:  
Regen. Vida:  
Maná:  
Regen. Maná:  
Alcance: <strong class="error">Error de script</strong>  
Daño de Ataque:  
Veloc. Ataque:  
Armadura:  
Res. Mágica:  
Veloc. Mov.: <strong class="error">Error de script</strong>  
Nivel 18
<span class="glossary" style="white-space:pre; position:relative; " data-param="<strong class="error">error de script</strong>">[[File:{{Tip data/<strong class="error">error de script</strong>|pst2|image}}|20px|link={{Tip data/<strong class="error">error de script</strong>|pst2|link}}]][[File:{{Tip data/<strong class="error">error de script</strong>|pst2|image2}}|20px|link={{Tip data/<strong class="error">error de script</strong>|pst2|link}}]][[File:{{Tip data/<strong class="error">error de script</strong>|pst2|image3}}|20px|link={{Tip data/<strong class="error">error de script</strong>|pst2|link}}]] [[:{{Tip data/<strong class="error">error de script</strong>|pst2|link}}|<strong class="error">Error de script</strong>]] • 
[[Archivo:Champion style basic attacks <strong class="error">Error con la expresión: Operador < no esperado</strong>.png|20px|link=]]<span title="<strong class="error">Error de script</strong>">[[Archivo:Champion style <strong class="error">Error con la expresión: Operador < no esperado</strong>.png|134px|link=]]</span>[[File:Champion style abilities <strong class="error">Error con la expresión: Operador < no esperado</strong>.png|20px|link=]]
</div></div>

This template contains various independently retrievable data items about [[{{{article|{{{1}}}}}}]] in the form of parameter values of a variable template of choice, in a standardized fashion. It is a member of a family of templates, those with names starting with "Data" in Category:Data templates.

Champion pages

Parameters

Parameter nameValueMeaning
1 last part of template name, used to identify it within the family of templates[1]
articlearticle name; needs to be specified only if it differs from ; in applications, use [[{{{article|{{{1}}}}}}]] to link to the article (as has been done at the top of this page)
disp_name
fullnamefull name
namelegacy used in Riot's old code.
msmovement speed of the champion
rangeattack range of the champion
attack_delayused in Riot's old code.
as_basethe shortened decimal form of base attack speed found in game
as_lvlattack speed per level (do not include the % symbol)
dam_basebase attack damage
dam_lvlattack damage per level
arm_basebase armor
arm_lvlarmor per level
mr_basebase magic resistance
mr_lvlmagic resistance per level
hp_basebase health
hp_lvlhealth per level
mp_basebase resource bar (100 for fury, heat; 200 for energy)
mp_lvlresource bar per level (0 for fury, heat, or energy)
hp5_basebase health regen per 5 seconds
hp5_lvlhealth regen per 5 seconds per level
mp5_basebase resource bar regen per 5 seconds (0 for fury or heat, 50 for energy)
mp5_lvlresource bar regen per 5 seconds per level (0 for fury, heat, or energy)
resourcechampion resource. Not the same as the resource bar. For example, some champions have "Shield" resource bar and use "Health" for their abilities.
imageChampionSquare.pngchampion square; ChampionSquare.png
titlechampion title
herotypeofficial primary champion role as recommended by Riot
alttypealternate or complimentary role
rangetypeclassification of autoattack range type
daterelease date (yyyy-mm-dd)
patchreleased with patch
attackofficial attack rating out of 10
healthofficial health rating out of 10
spellsofficial spells rating out of 10
difficultyofficial difficulty rating out of 10
ip7800IP cost
rp975RP cost

Throughout the family of templates, fixed names are used for the parameters. (The parameter names are kept short to reduce counts for the post expand include size and the template argument size in cases where these are applicable.) However, not necessarily all parameters have been given a value: some parameters may not be applicable, while for some other parameters the value may just have not been specified yet. The table shows all parameters, and for each the value, if specified.

Deprecated

The following parameters are now deprecated on the wiki.

Parameter nameValueMeaning
hp1_base Base health regeneration per 1 second.
mp1_base Base resource bar regeneration per 1 second.
hp1_lvl Health regeneration per 1 second increase per level.
mp1_lvl Resource bar regeneration per 1 second increase per level

Riot provides regeneration values as per 5 seconds.

Derived data

Retrieval of data items

{{data |pst2|as_base}}, using parameter selection template Template:Pst2, gives the parameter as_base, etc.

For retrieval of more data items it is more efficient to prepare a template for that, to be used as follows:

{{data |template name|..|..|..|..}}

so that this data template needs to be called only once.[2] The default template is Template:Show data, producing this page.

The four parameters are optional, they are passed on to the prepared template as parameters 2-5.

A parameter being undefined or empty typically means the same, see below. {{data ..|pst2|..}} gives the empty string and the text "{{{..}}}", respectively. Therefore an application checking the parameter has to check both. Checking whether a result is equal to e.g. the text "{{{popinc}}}" cannot be done directly with #ifeq in a template which itself has also a parameter with that name, because if that is defined, there would be a comparison with the value instead of the text itself. Instead, it can be checked whether the first character of the result is "{", e.g.: {{#ifeq:{{padleft:|1|{{data {{{continent}}}|pst2|popinc}}}}|{|..|..}}.

Creating new data templates

Template:Data/preload can be used to create new data templates. The wikitext can be copied to the new data template. For parameters which are not applicable, the parameter definition can be deleted. For parameters to be filled in later the parameter definition (specifying the empty string as value) can be left in the wikitext to be filled in later. Do not forget parameter 1.

Efficiency

In this template system each template contains various properties of a single entity, as opposed to the other common system, where a template contains one property (e.g. population or area) of many entities. Although that other system can be convenient if updates of a property for all these entities become available together, in the case of large-scale use of data on one page that other system can be problematic due to its inefficiency. This is because of the following:

  • There are often more entities than properties, and page counts (or in the case of #switch, average page counts) are proportional to the number of data items in the data template (if they are stored in a linear way, not in a tree, and not stored as unnamed parameters).
  • In the case of large-scale use of data on one page there are usually one or more tables, where an entity forms a row and a property a column, because there are often more entities than properties, and because this way the sorting feature allows sorting entities based on a property. In this template system this allows producing a row with only one call of the data template, making the count not grow faster than proportional to the average number of data items stored per data template, times the number of entities in the table.

The include part of the data template of an entity does not contain a long list of its sub-entities or their properties, because that would make this method inefficient too.

  1. It may seem odd, but a template cannot retrieve its own name (PAGENAME only provides this on the template page itself), and even if it could, a string operation would be needed to remove "Data ". Putting the name of the entity in the data template removes the need to supply it as a parameter when the data template is called (in the cases that it would need this name).
  2. See the first two rows of the first table in m:Help:Array#Summary of counts for template limits.

[[Category:Data templates|]]

Until here the documentation is automatically generated by Template:Show data.


References

Obtenido de «https://leagueoflegends.fandom.com/es/wiki/Plantilla:Data/preload?oldid=856»
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