Unit page helpdoc

To create Unit page use **Add page**, input correct name, pick **Blank**, and depending on your setting you may have to manually press button **Source** to enter **Source Mode** of the editor. Copy and past this code and press **Publish**:

```
{{Unit page}}
```

btn btn--twoline btn--whiteNow you can press **Edit** and choose **Visual** mode or directly enter **Visual editor** from **Edit** dropdown menu. When in **Visual editor**, press on any element and you will see small box titled "**Unit page**" appear in editor, press on it. You will see list of all parameters you can input according to **Template:Unit page**. Most parameters require correct spelling and are case sensetive. Try not to leave any random spaces. Below is a short description of all parameters:
* **starsoutofstars** - represents current unit rank and max possible rank; format "x/y" where "x" is a current rank and "y" is a maximum possible rank; for units which have awakening format is "Xhyper", for example: 5hyper in case of 5 star Corsair; in case of Awakened unit leave field empty;
* **Unit name** - name of the unit; case sensetive; verify correct spelling with LIST OF UNIT NAMES;
* **unitspriteidle** - filename of unit's sprite animation; requires .gif filetype; exmaple: corsair\_idle.gif
* **unitlore** - lore of the unit;
* **unitcvname** - name of voice actor;
* **cvvoicefile1[-3]** - filename of the first voiceclip; requires .ogg filetype; example: 3103 voice trouble.ogg
* **cvcaption1[-3]** - name, descriptive, of the voiceclip;
* **rank** - rank, evolution, form, number of stars of the unit; for awakened units input "Awakened" without quotes; for all other ranks input number and star symbol; examples: 1★ or 2★ or 3★ or 4★ or 5★;
* **attribute** - attribute, element of the unit; case sensetive; examples: Fire, Tree, Water, Dark, Light;
* **race** - race of the unit; case sensetive; examples: Human, Machine, Demon;
* **maxlvl** - maximum possible level of the unit; input number;
* **sex** - gender of the unit; in case of units like Eden input "Genderless" without quotes; examples: Male, Female;
* **exptable** - experience table used for this unit; input letter representing table; examples: A, B, C, D, E, F;
* **lbtable** - limit break table used for this unit; input letter representing table; examples: A, B, C, D, E, F;
* **role** - role of the unit; case sensetive; examples: Attacker, Breaker, Defender, Support, Healer, Subattacker;
* **unittiercombined** - shows unit tier; if unit has True Weapon, second evaluation mark added after slash, representing tier without True Weapon; examples: A+/C- or S/B+
* **tierreasoning** - very short freeform punchline, reasoning reflecting tier evaluation;
* **hplvl1** - HP of the unit at level 1;
* **hpmaxlvl** - HP of the unit at maximum level;
* **hpmaxlb** - HP added by maximum limit break;
* **atklvl1** - same but for Attack;
* **atkmaxlvl** - same but for Attack;
* **atkmaxlb** - same but for Attack;
* **deflvl1** - same but for Defense;
* **defmaxlvl** - same but for Defense;
* **defmaxlb** - same but for Defense;
* **trueart** - True Art name and description; use format [True Art name]: [description]. [Break Power if it has any].;
* **art** - Art name and description; use format [Art name]: [description]. [Break Power if it has any].;
* **skill** - Active Skill name and description; use format [Skill name] (CT[number of seconds]): [description]. [Break Power if it has any].;
* **number of rows** - number of rows required to describe unit's passive abilities; includes all changes of passive ability levels on different unit levels; maximum number of rows is 12; example: if unit has 1 ability at maximum level, but this ability gets upgraded at 45, 70 and 90 levels, you will need 3 rows;
* **level1** - unit's level at which you get first ability;
* **icon1** - icon filename for first ability; example: Ability fire be up.png
* **ability1** - name and description of first ability; use format [Ability name] Lv[level of ability]: [description].
* [... levelX, iconX, abilityX - these parameters have fields for X from 1 to 12, leave unused fields empty ...]
* **lbzero1** - first equipment slot at 0 limit break; use format X[type of slot] where X is current rank of slot; types of equipment: phs, mag, def, heal, sprt; if unit doesn't have slot leave field empty; examples: 5phs, 3def, 4mag, 2sprt, 5heal;
* **lbzero2** - same for second slot;
* **lbzero3** - same for third slot;
* **maxlb1** - same, but for unit with maximum limit break;
* **maxlb2** - same, but for unit with maximum limit break;
* **maxlb3** - same, but for unit with maximum limit break;
* **trueweapon1** - name of the True Weapon of this unit, if it has any; if there is none, leave field empty; case sensetive; verify correct spelling with LIST OF TRUE WEAPONS;
* **number of evolution rows** - number of rows to describe all evolution forms this unit has; works similarly to passive abilities parameters; has maximum 6 rows;
* **evolution1** - shows initial rank and rank after evolution; use format X☆→Y☆ where X is initial rank and Y - after evolution; for Awakened rank use shorthand "AWK" without quotes; examples 5☆→☆AWK, 3☆→4☆;
* **materials1** - name of the first material required for first evolution;
* **matquant1** - quantity of the first material required for first evolution;
* **materials1a[-d]** - same but for the second material; this variable is repeated in the same manner from materials1 to materialsd for all evolution rows; leave unused parameters empty;
* **gren1** - fee in gren to perform evolution; use commas every three decimals; example: 5,000 or 5,000,000;
* [... all evolution rows perform similarly to first described and to passive ability parameters; unused fields leave empty ...]
* **number of evolutions** - number of unit forms, evolutions; has maximum of 6;
* **evolutionname1** - name of the unit at first evolution;
* **howtoget1** - short description of how to get unit; format TBD; examples: Alchemy, Evolution, Unit of Choice ticket, Kill la Kill gacha [period during which gacha banner was held];
* [... all unit evolution, form parameters work similarly ...]