While I'm not an admin, I'd just like to reiterate that it'd be much easier for issues with information you put up, and for you to actually verify information if you join the Discord Server. You can create a Discord account for free, and if you don't want to download the application, the browser version works just fine.
Targeting is solely for user-input - it has nothing to do with output. Ask the question: what does the player have to do to cast this ability? Where does the cursor have to be?
Area of effect is a damage classification. Both "spelleffects" and "damagetype" are used for damage classification - and you've been adding spellaoe already. "spelleffects" is perhaps a poor choice of name for the parameter given it's used for non-spells, too, but "damagetype" is already taken.
"Area of effect" and "spellaoe" can be used interchangeably. I intend to merge/delete the old damage type templates (e.g. area of effect and single target) with the new ones (e.g. area damage and spell damage) - I just created new ones to make transitioning easier. Those two examples are ultimately the same thing - you'll notice the information is the same.
Regarding Brand's innate - spelleffects and damagetype both accept "Special" which says "See notes", and you should describe the multiple classifications in the ability details. The input is passive - the ability triggers itself. The damage over time is Persistent damage and explosion is Area damage.
Pretty certain the dot damage type is only dealt by things that are actually applied to the target, like a bleed or poison (so aoedot would be Singes's Poison Trail). The damage type doesn't always match the ability - Senna and Jhin have a lot of single-target damage considering they have aoe spells. I can check the API for Fiddle specifically when I get home, or you can ping Frank on Discord. I could just be misremembering. You can put it as aoedot for now if you want.
However, while discussing this with Frank (our resident game-file diver), it became apparent that we're still not accurately documenting damagetypes.
There's the original engine-level damage type system and a relatively new script-level damage type system. Crowstorm deals spellaoe on an engine-level. Spellvamp, Gunblade, etc, interacts with engine-level damage types, which is why Crowstorm heals for one-third effectiveness.
However, Riot added a script-level system that interacts with runes and other more modern effects. Possible tags include: aoe, periodic, indirect, basicattack, activepsell, proc, pet and nonredirectable. Crowstorm has at least aoe and period (didn't ask for the full list). An effect like Arcane Comet just has a priority system - so abilities with both aoe and periodic will prioritize the periodic behavior.
Both the engine-level and script-tags are to be assigned arbitrarily by a Riot engineer and there's no guarantee they will match. There could be a engine-level single target ability with the aoe script-tag. We can hope that our current spelleffects options cover all possible outcomes - but in the future it might ultimately be necessary to have separate |enginedamage= and |scripttags= in the future.
However, this shouldn't affect the current project. Currently, 'aoedot' is the only non-engine type supported by "spelleffects". So if we do need to update it in the future, spelleffects is already the same as enginedamage except for abilities with the aoedot type - so updating that short list shouldn't be too hard.
Hey, just a warning about uploading item screenshots:
If you upload a new item screenshot (that means if you go to the item's page, there is no screenshot shown), please upload the image using the format: Item screenshot.png (e.g. Wit's End screenshot). Once you've uploaded the image, make sure to add the category Category:Item screenshots, this helps (as the name suggests) to categorizes images and it makes it easier to find those images later.
If you upload a new version of an image, you should instead go to the existing item image (e.g. File:Blade of the Ruined King screenshot.png), go to the "Patch History" section and then click "Upload a new version of this file" at the bottom of the page. This will replace the old image with the new one, and that way you do not even need to edit the item's page's code (because the file's name is the same).
Please, try to do that next time, that will be very much appreciated.
Alright, I'll keep that in mind. I didn't know beforehand but I do now. I didn't think image names mattered plus I was too occupied on getting the screenshots out rather than making sure they were up to editing policies.
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Apparently you cannot cast ignite during a Guardian Angel resurrection in a normal game. You can only do it in practice tool with auto-refresh cooldowns. GA places some summoner spells on a 4 second cooldown (resurrection happens over 4 seconds) and does not actually disable them, allowing the auto-refresh to reset them.
and i'm still not talking about that edit or that page.
i made other posts on your message wall based on other of your edits and you didn't even care to answer.
this warning was based on all your edits since you started editing the wiki.
i even mentioned in some of the edit reverts that inserting wrong info on the wiki can be considered vandalism. I told you to check the info you put before putting it, but you still insisted on putting it. I shouldn't have to check each of your edits to see if they're correct, and then revert them if they're not.