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== Definitions visual test ==
== Definitions visual test ==


This build uses {{def|Stat|Vit}} and {{def|Stat|DefMult}} inline like normal prose. Mix a few in the same sentence: {{def|Stat|Str}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, and {{def|Stat|Int}} all appear frequently in builds, while {{def|Stat|Luk}} tends to show up in crit-focused setups. Also test non-stats: a skill may be {{def|Cast|Target}} or {{def|Cast|Ground}}, and it can deal {{def|Damage|Melee}} or {{def|Damage|Magic}} damage of {{def|Element|Fire}} or {{def|Element|Shadow}}.
This page tests {{def}} output and Universal Popups behavior.


Now stress-test density: {{def|Target|Enemy}} vs {{def|Target|Self}} vs {{def|Target|Ally}} targeting can matter a lot, especially if the trigger is {{def|Event|OnHit}} or {{def|Event|OnCast}}. You’ll often see {{def|Aura|Weapon}} skills paired with {{def|Stance|OneHanded}} or {{def|Stance|TwoHanded}}, and occasionally {{def|Stance|DualWield}} for faster {{def|Stat|AtkSpd}} scaling. Elemental coverage tends to rotate through {{def|Element|Water}}, {{def|Element|Wind}}, and {{def|Element|Earth}} depending on the content.
=== Inline prose (icons on) ===
Core stats show up constantly: {{def|Stat|Str}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, {{def|Stat|Int}}, {{def|Stat|Vit}}, and {{def|Stat|Luk}}. Combat stats like {{def|Stat|Atk}} and {{def|Stat|Matk}} pair with accuracy {{def|Stat|Hit}} and avoidance {{def|Stat|Flee}}. Defensive lines usually mention {{def|Stat|Def}}, {{def|Stat|Mdef}}, {{def|Stat|Hp}}, and {{def|Stat|Mp}}.


Finally, mix “busy” lines: a {{def|Damage|Ranged}} build might run {{def|Stat|Hit}} + {{def|Stat|Crit}} with {{def|Stat|CritDamage}}, while defensive setups stack {{def|Stat|Def}}, {{def|Stat|Mdef}}, and {{def|Stat|Hp}} with {{def|Stat|HpRegen}}. Some effects reduce action options like {{def|Stat|NoMove}} or {{def|Stat|NoCast}}, while others boost output like {{def|Stat|FinalDamage}} or survivability like {{def|Stat|AllResist}}.
Casting types like {{def|Cast|Target}}, {{def|Cast|Ground}}, and {{def|Cast|Toggle}} control delivery, while damage can be {{def|Damage|Melee}} or {{def|Damage|Magic}}. Elements often rotate between {{def|Element|Fire}}, {{def|Element|Water}}, {{def|Element|Wind}}, {{def|Element|Earth}}, and {{def|Element|Shadow}}.
 
=== Inline prose (noicon=1 sanity) ===
These should behave the same as above, but without icons:
{{def|Stat|Str|noicon=1}}, {{def|Stat|Agi|noicon=1}}, {{def|Stat|Dex|noicon=1}}, {{def|Stat|Int|noicon=1}}, {{def|Stat|Vit|noicon=1}}, {{def|Stat|Luk|noicon=1}}.
 
=== Missing record sanity ===
This should render a visible “?” missing marker and NO popup data:
{{def|Stat|DefinitelyNotARealKey}}
 
=== Linked header smoke test (manual) ===
This one does not depend on Definitions.json; it verifies the “header title is a link” behavior directly:
<span class="sv-def" tabindex="0" data-sv-def-tip="Linked definition: header title should be a real link.\nHover/click behavior should still match Universal Popups." data-sv-def-link="Casting">Casting (manual link)</span>


=== List density test ===
=== List density test ===
* Core stats: {{def|Stat|Str}}, {{def|Stat|Vit}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, {{def|Stat|Int}}, {{def|Stat|Luk}}, {{def|Stat|AllStats}}
* Core stats: {{def|Stat|Str}}, {{def|Stat|Vit}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, {{def|Stat|Int}}, {{def|Stat|Luk}}
* Combat: {{def|Stat|Atk}}, {{def|Stat|Matk}}, {{def|Stat|Hit}}, {{def|Stat|Flee}}, {{def|Stat|Crit}}, {{def|Stat|AtkSpd}}, {{def|Stat|CastSpd}}
* Combat: {{def|Stat|Atk}}, {{def|Stat|Matk}}, {{def|Stat|Hit}}, {{def|Stat|Flee}}
* Defense: {{def|Stat|Def}}, {{def|Stat|Mdef}}, {{def|Stat|Hp}}, {{def|Stat|Mp}}, {{def|Stat|HpRegen}}, {{def|Stat|MpRegen}}, {{def|Stat|EnergyShield}}
* Defense: {{def|Stat|Def}}, {{def|Stat|Mdef}}, {{def|Stat|Hp}}, {{def|Stat|Mp}}
* Types: {{def|Cast|Target}}, {{def|Cast|Ground}}, {{def|Damage|Melee}}, {{def|Damage|Magic}}, {{def|Damage|Status}}, {{def|Damage|True}}
* Types: {{def|Cast|Target}}, {{def|Cast|Ground}}, {{def|Cast|Toggle}}, {{def|Damage|Melee}}, {{def|Damage|Magic}}
* Elements: {{def|Element|Neutral}}, {{def|Element|Poison}}, {{def|Element|Holy}}, {{def|Element|Fire}}, {{def|Element|Undead}}
* Elements: {{def|Element|Neutral}}, {{def|Element|Fire}}, {{def|Element|Water}}, {{def|Element|Wind}}, {{def|Element|Earth}}, {{def|Element|Shadow}}


=== Table density test ===
=== Table density test ===
{| class="wikitable"
{| class="wikitable"
! Scenario !! Cast !! Target !! Damage !! Element !! Notable stats
! Scenario !! Cast !! Damage !! Element !! Notable stats
|-
|-
| Basic strike || {{def|Cast|Target}} || {{def|Target|Enemy}} || {{def|Damage|Melee}} || {{def|Element|Neutral}} || {{def|Stat|Atk}}, {{def|Stat|Hit}}
| Basic strike || {{def|Cast|Target}} || {{def|Damage|Melee}} || {{def|Element|Neutral}} || {{def|Stat|Atk}}, {{def|Stat|Hit}}
|-
|-
| Ground spell || {{def|Cast|Ground}} || {{def|Target|Enemy}} || {{def|Damage|Magic}} || {{def|Element|Fire}} || {{def|Stat|Matk}}, {{def|Stat|CastSpd}}
| Ground spell || {{def|Cast|Ground}} || {{def|Damage|Magic}} || {{def|Element|Fire}} || {{def|Stat|Matk}}, {{def|Stat|Int}}
|-
|-
| Team buff || {{def|Cast|Toggle}} || {{def|Target|Ally}} || {{def|Damage|Status}} || {{def|Element|Holy}} || {{def|Stat|HealingReceived}}, {{def|Stat|Mp}}
| Toggle buff || {{def|Cast|Toggle}} || {{def|Damage|Magic}} || {{def|Element|Holy}} || {{def|Stat|Mp}}, {{def|Stat|Vit}}
|-
|-
| Self stance || {{def|Cast|None}} || {{def|Target|Self}} || {{def|Damage|True}} || {{def|Element|Shadow}} || {{def|Stance|TwoHanded}}, {{def|Aura|Weapon}}
| Defensive build || {{def|Cast|Target}} || {{def|Damage|Melee}} || {{def|Element|Shadow}} || {{def|Stat|Def}}, {{def|Stat|Mdef}}, {{def|Stat|Hp}}
|}
|}

Revision as of 06:19, 27 February 2026

Definitions visual test

This page tests ? output and Universal Popups behavior.

Inline prose (icons on)

Core stats show up constantly: Strength, Agility, Dexterity, Intelligence, Vitality, and Luck. Combat stats like Attack and Magic Attack pair with accuracy Hit Rate and avoidance Flee. Defensive lines usually mention Defense, Magic Defense, Health Points, and Mana Points.

Casting types like Target, Ground, and Toggle control delivery, while damage can be Melee or Magic. Elements often rotate between Fire, Water, Wind, Earth, and Shadow.

Inline prose (noicon=1 sanity)

These should behave the same as above, but without icons: Strength, Agility, Dexterity, Intelligence, Vitality, Luck.

Missing record sanity

This should render a visible “?” missing marker and NO popup data: Definitely Not A Real Key

Linked header smoke test (manual)

This one does not depend on Definitions.json; it verifies the “header title is a link” behavior directly: Casting (manual link)

List density test

  • Core stats: Strength, Vitality, Agility, Dexterity, Intelligence, Luck
  • Combat: Attack, Magic Attack, Hit Rate, Flee
  • Defense: Defense, Magic Defense, Health Points, Mana Points
  • Types: Target, Ground, Toggle, Melee, Magic
  • Elements: Neutral, Fire, Water, Wind, Earth, Shadow

Table density test

Scenario Cast Damage Element Notable stats
Basic strike Target Melee Neutral Attack, Hit Rate
Ground spell Ground Magic Fire Magic Attack, Intelligence
Toggle buff Toggle Magic Holy Mana Points, Vitality
Defensive build Target Melee Shadow Defense, Magic Defense, Health Points