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Code Blue: BBCoding for Beginners

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Important Note!

This guide is originally made by the member named TormentedTurnip. However, he will no longer update his guides and make new ones, so he very kindly gave me his permission to update and handle this particular guide - His BBCoding guide. The original link could be found here: http://www.smitefire.com/smite/guide/code-blue-bbcoding-for-beginners-4059. Don't believe me? check his blogspot here.

The first part of the guide is all made by him. Some parts of it are are touched up by me, but 99.99% of this guide is him. So please, if you please, give him a +rep, because his efforts and time he put into this guide are unimaginable.

The last bit of this guide, being the columns part, is mine. This guide has actually used to be my columns guide, so I decided to unite it with TT's general coding guide once he suggested it.

Introduction

Howdy there, guidecrafter! My name is TormentedTurnip, or DrPaco, and I'd like to help you improve the look of your guides by teaching you how to use something referred to as "BBCoding."


Proper formatting is essential for a guide to be considered good. BBCoding might not technically be necessary, but it's a great tool for formatting your guide, and even the simplest of codes make it easy to emphasize important material. Let's face it: most of us have the attention spans of a goldfish. And even if someone does manage to muster through an entire guide without BBCoding, they won't be able to retain every single tidbit of information they learned. It's therefore best to give salience and vividness to the most important information, and there's no better way to do that than with BBCoding.

I won't explain every single possible code you can use - hell, there are probably some I still don't even know about. But what I've written here should help get you on your feet and may still be useful even if you're pretty familiar with BBCoding.


If, after reading through the guide, the concept seems too confusing or time consuming to be worth your effort, please at least check through the sections that provide ready-made templates of coding used in some of the top rated guides on this site, which were given to me by the publishers themselves. Feel free to use them to improve your guide's presentation, as it will be nothing short of flattery to those you've used it from.

Also please note that none of the templates throughout this guide are actually cut off. If you highlight text from either the bottom-up or top-down, it will still include anything that has been visually separated from the page. You will also have to insert vertical spaces (pressing the enter key x amount of times) where you see fit.


And if you haven't already, make sure to check out my guide to guidecrafting before publishing your guide. As important/helpful as BBCoding is, it will end up being useless if the foundation of the guide itself is broken.

Simple Coding

As mentioned previously, BBCoding, even more than it's used to make a guide pretty, is helpful for giving salience and vividness to its most important information. Extremely simple coding can be applied by highlighting the desired text and pressing any of the buttons that head the text box.

That said, it's better to learn how to enter codes by individual characters rather than "quick-buttons." Every single code is surrounded by brackets, which look like [ and ]. The first one is an opening bracket, and the second one is a closing bracket, which are used to surround the desired coding. You need a set of both brackets at the start of the code, and a set of both brackets (with a slash mark) to signify the end of the code. In visual terms, it will look like this: [code]coded material[/code].


If you want a statement to look like this, for example, then you simply have to enter in the following characters:

[i]If you want a statement to look like this,[/i]



Now that you have a rudimentary understanding of how to start and end a code, let me give you a short list of some of the more basic codes along with their effects:



[i]italicized[/i]
[b]bolded[/b]
[u]underlined[/u]
[s]crossed[/s]
[color=yellow]colored yellow[/color]
[color=transparent]Highlight>transparent color<Highlight[/color]
- color chart & color creator

[font=Monotype Corsiva]altered font[/font] - no list available :,(

[left]aligned left[/left]
[center]centered[/center]
[right]aligned right[/right]
[size=5]altered font size[/size] - scales from one to seven



You can also form subsections by inserting a "rule function," by entering [rule] or removing the spaces between - - - - -

This will result in:



Just don't overuse it.

Database Coding

Probably the most important feature of BBCoding that you should take advantage of is coding for items in the database. Instead of drowning the readers in a sea of text that will likely become outdated as the game is patched, database coding allows them to hover their cursor over an item, skill, or active to see a pop-up box that displays their descriptions.

A prime example for this is in your section explaining how to use a god's skills. Let's compare a section that hasn't used database coding with one that has:





No Coding






Swift Vengeance

Key Bind: 1

Nemesis dashes in a line, dealing 50/80/110/140/170 (+25% of your physical power) damage to enemies in her path and may dash again within 2s. Using another ability during this time cancels the second dash.

Cost: 50/60/70/80/90 mana.
Cooldown: 14 seconds.


Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...



Slice and Dice

Key Bind: 2

Nemesis swings her blade, dealing 40/65/90/115/140 (+25% of your physical power) damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and slowed by 50% for 2s.

Cost: 60/65/70/75/80 mana.
Cooldown: 7 seconds.


Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...




Retribution

Key Bind: 3

Nemesis activates a temporary shield around herself that protects her from all incoming damage for 1s. Nemesis heals for 30/35/40/45/50% of the damage that was avoided and 30/35/40/45/50% of any damage received from gods and minions while the shield is active is reflected back to the source (pre-mitigation). Hard crowd control effects remove the shield once applied.

Cost: 60/65/70/75/80 mana.
Cooldown: 12 seconds.


Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...



Divine Judgement

Key Bind: 4

Nemesis chooses a single enemy god, reducing their health by 30/35/40/45/50% of current HP and movement speed by 30/35/40/45/50% for 5s and stealing 30/35/40/45/50% of their protections for 10s. Her movement speed is also increased during this time.

Cost: 90/95/100/105/110 mana.
Cooldown: 90 seconds.



Haha! Thought it'd be the same filler text again, did you?! Wrong! I'm not that lazy! Of course, I'm still not going to explain how to use this frustrating spell because you shouldn't need an explanation - it can't miss, its buff duration is obscene, and it pretty much ensures a free kill. Totally a perfect skill for a "warrior."








Some Coding



Swift Vengeance




Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...


Slice and Dice




Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...


Retribution




Once upon a time, someone made a guide to BBCoding. To show the benefit of using database coding, he had to write a description of four skills. Unfortunately, he's a lazy bastard who couldn't be bothered to actually come up with actual descriptions of how to use the skills. But then again, who cares? It's not like this is a guide to Nemesis, or anything...


Divine Judgement




Haha! Thought it'd be the same filler text again, did you?! Well, okay, so I did use it once before. That's too bad. Oh, and I'm still not going to explain how to use this frustrating spell because you shouldn't need an explanation - it can't miss, its buff duration is obscene, and it pretty much ensures a free kill. Totally a perfect skill for a "warrior."




The descriptions with the coding are much easier to read, with the added benefit of you not needing to update with every patch change; as long as Smitefire's database is kept up to date, you won't have to worry about your skill descriptions being incorrect. And trust me, it's very easy to overlook minor changes like tweaks to base damage scaling.




Now, you may be thinking that something so useful would have to have some seriously intimidating coding. Au contraire, it's even easier than italicizing! There are two different ways to code into the database. The first results in something very similar to text, allowing a sentence to flow naturally; the second results in an image, which you would usually not want in the middle of paragraph.

For the textual code, you simply place two brackets around each side of the item or skill. For example, [[Switch Stances]] will result in Switch Stances.

For the icons, there's a little bit more involved. [icon=Switch Stances size=50] will result in:

As you can see, using an icon in the middle of a sentence would disrupt its flow. They're much more useful for heading and separation, such as how they were used in the skill explanations above.

Also note that the numerical value you have set equal to its size will determine its dimensions. You can therefore increase or decrease its size by increasing or decreasing its magnitude, respectively. Just make sure to not make its size too extreme. If it's too large, the poor resolution makes it look sloppy; if it's too small, it's more difficult to hover over it to read its description.

Advanced Coding

In my eyes, simple coding is just using one code to format something. But fortunately, you can do much more with coding than that! It reasons to be, then, that advanced coding is combining individual codes for multiple effects. A simple form of advanced coding, for example, would be combining both a color and the underline code, to achieve something like this.

There are multiple ways to code this, but I prefer having coding "consume" another. The above code, for example, was entered as: [color=cyan][u]like this[/u][/color]. As you can see, the underlining code began after the color code, but was also the first to end. The same result could be achieved by closing them off in any order (such as [color=cyan][u]like this[/color][/u]), but I feel it's harder to upkeep, especially when using multiple codes.




Another form of advanced coding is the actual customization of codes. Say, for example, that the size of a picture you desire is either too large or small to be practical. Instead of using the default [img][/img] code, you'll have to set the image equal to your desired dimensions. Let's say the image is typically 500x600 pixels, but you want it to be a fair bit smaller (say, 167x200 pixels). You'll need to use the coding:
[img width=167 height=200][/img].

When customizing dimensions, make sure to change them proportionally. Modifying 500x600 pixels to 100x350 pixels, for example, would drastically alter its appearance. To find a picture's dimensions, simply right-click the image and select "Image Properties..." A new window will open, displaying, among other things, its dimensions.

So, to modify this image to one-eighth of its original dimensions, you would change its default dimensions of 1440x1080 to 180x135. The coding would therefore change from [img]image url[/img] to
[img width=180 height=135]image url[/img]


Coding


Result






Now for some really fun stuff! Let's center, head, and modify the dimensions of a picture while also linking it to its original address for its full-size!

Coding


Result


Columns Coding (AKA Super Advanced Coding!)

Columns





Hello there, I am Jordenito


Hello there, fellow SMITE players, and hopefully, future guidecrafters. I am Jordenito, and I am here to guide you about one of the most useful, and probably the most complicated tools of BBCoding - Columns.

There is also another guy who made a guide about columns: Icecreamy's guide to columns.



And this is Columns


The columns tool, to put it simply, is a way of creating different types of, well, columns, in different widths, in the same row. Did you get lost a little bit there? That's okay, stay with me.

As you know, the usual way of writing is in a row. You start writing things and they go from left to right, and then when the row has ended, you automatically drop to the next row (or by pressing 'enter').

The columns tool is here to help you create separate columns in one row. It's basically dividing the row into vertical parts. The row can be in the height of your entire screen, and it could be in the height of a single letter.

Columns provide a great help in emphasizing things, comparing things, and just in general, artistic and aesthetic improvements. For example, which would you rather see?


Without Columns:


Void stone is a great item f you find yourself having a hard time against magical enemies, but don't want to give up power nor penetration, then this item is for you. The aura also helps your team mates, not only yourself.

code





With Columns

Void stone is a great item f you find yourself having a hard time against magical enemies, but don't want to give up power nor penetration, then this item is for you. The aura also helps your team mates, not only yourself.

coding



Getting Started


Much like everything in BBCoding, it all starts with squared brackets.
You write 'columns' in squared brackets. Don't forget to end it with
.

Here's an example of the simplest columns.

Column #1 Column #2 Column #3

coding



Now, you must be wondering, why did I jump from column 1 to 3 to 5. Fear not, my friends, I am here to explain.

I'm going to ask you to press 'Ctrl'+'A'. Now, you see the first column where I wrote "Column No.1", and then you see an empty space after it. That's another column - the seconds one. I like to call them "space columns" or "empty columns". They are there to space out your columns. After the first empty column there's "Column No.3", then another space column - which is column No.4, and the final column - "Column No.5".




Understanding The Code


Here's the coding of the columns I created up top. Don't panic, as per usual, I'm going to explain everything.
Code:
[columns] [nextcol width=100]Column #1 [nextcol width=200] [nextcol width=100]Column #2 [nextcol width=200] [nextcol width=100]Column #3[/columns]


First, you begin with columns in squared brackets. Now, here comes the "complicated" part.

For every new column you want to insert, you must type [nextcol]. This means that you have started a new column (and ended the previous one, if there was a previous one).

The "width= " you see represents, the width of the column. The number you type is the number of pixels that are going to determine the width of your column. So, if I wrote [nextcol width=150], my column is going to have the width of 150 pixels.

To create "space columns" you just type in [nextcol width=] and after the '=' you write the number. You see that my space columns were all at the width of 100.

Don't forget to write at the end [/columns] to end your columns.



And if my Width is Too Small?

If you want to write something and you gave your [nextcol] too little width, then this will happen:
Your text will look like a freaking tower.

code





Multiple Texts in a Column

You don't have to have one line of text in a column. You can make an entire chart.

Name of God
Poseidon
He Bo
Ymir
Tyr
Bastet
Pantheon
Greek
Chinese
Norse
Norse
Egyptian
Role
Mage
Mage
Guardian
Warrior
Assassin

code



As you can see, until you enter another [nextcol], everything that you write is written in the same column. And if you press enter to go down, you will go down in that same column.




Icons in Columns


Most of the times you won't use just text in columns, but icons as well. Isn't the entire essence of BBCoding having colorful pictures to help stimulate our impatient minds?

The most basic way of using icons in columns is for explaining skills or items.

This skill is the entire essence of Guan Yu. His bread and butter. It does tons of damage, shreds through enemies' defense while buffing Guan with protections. It's also your main wave-clearing source, so we max it first.

code



As you can see, the width of the column is identical to the size of the icon (in this particular case, 50). I find it the easiest, simplest and best way to handle icons in columns when it comes to these such use. It allows you to 'control' your columns more easily.

Next, there's a space column. It's just there for the aesthetics. Want to see what happens without a space column? check the spoiler.

check me!



As you can see, it's just less pretty and more obstructive to look at.

Lastly, there's a [nextcol], but as you've probably noticed, it has no width. That is because a [nextcol] with no width has no set width, so it is unlimited for the rest of the space left, or until you enter another column after it. Again, it's best used if you just want to write more text and add nothing else.

Don't think that writing a [nextcol] without a width prevents you from putting other columns:

Code:
Your main wave clear ability and about 50% of your total damage output, this skill is an insane burst source with a wide area as well.

code





More Than One Icon in a Column


Now, don't think that there's a limitation for only one icon in a your entire columns, or even in a particular [nextcol]. You can have more than one icon both:

Horizontally:

code





And Vertically:















code



I changed the icon and [nextcol] widths just to show you it's not mandatory to have the same identical size and widths for every new [nextcol] and/or icon.




Columns Self Align Themselves


I bet you noticed something weird about the horizontal icons of the Hunters. The icons were always in the middle of the column. Even if the [nextcol] had a width of 65, the cupid icon that was at the size of 30 was in the middle of the column, and not in the bottom or the top.

That's because columns self align themselves. For example, here we have a columns of pros & cons for Chronos. You can see that I've written more pros than cons, and so the cons are lower than the pros.

PROS
Very Fast
Insane Late Game
High Burst Damage
High Sustain
CONS
Squishy
Poor Early Game

code



Now, I'm going to ask you press 'Ctrl' + 'A' once again. See that the 'PROS' is higher than the 'CONS'? That's because there is one less CON than a PRO, so the CONS are a little bit lower to be in the center of the column compared to the PROS.

To prevent that you can just write the same amount of PRO'S and CON'S, you can use transparent text to fill in the space, or just go a few rows down with the 'enter' key in your keyboard before ending the [columns]:
PROS
Very Fast
Insane Late Game
High Burst Damage
High Sustain
CONS
Squishy
Poor Early Game
Bad Wave Clear


code




Columns Also Limit


ou must remember that each column is treated as each, different and unique row. What do I mean by that?

You know the rule function:

What happens when we put it in a column?


code


The rule is just going to be at the width of the column. So, if the [nextcol]'s width is 75, the rule is going to be 75-pixels long.



Templates for Practice


These are just templates of columns and their usage. I'm not going to explain them, since I've already explained the base usage of columns. These are just here to show you examples of how you can use columns. The best way you can learn how to use columns is to experiment. Try and create your own and understand "why is this written here and that written there".

Conviction: The uniqueness of this heal is not only the scaling which come from your passive, but also the physical protection buff you and your allies get once healed, making this ability one of your built-in-defenses. Additionally, if you heal a friendly god, all of your active cooldowns are reduced by flat 2 seconds.

code



Physical protection without giving up on power, and a nice aura that lowers the physical defense of all nearby enemies - which syncs with Guan's playstyle very well.

code




Code:
1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

code




code



PROS
High Damage Output
High Sustain
High Mobility

code



CONS
Squishy
No Escape
Lack of Burst Damage

code



P
E
N
Again, you must be able to deal damage. And while yes, you do have a built-in defense shredder, you must have at least one penetration item. Even the 21 shred isn't enough late game on its own.

code





Summary


hat's it. That wasn't so hard, was it? Columns aren't THAT scary. Once you understand the basics of columns, the best thing that you can do is practice. Much like everything in life, you can't get better at something without practicing. All a guide can teach you is the 'what'. What to do, when to do it. But the 'how'... the 'how' you must learn by yourself by trying.

Mess with the numbers. BBCoding, and columns in particular, is all about hit and miss. Try, fail, try again, change the numbers and the orders, fail, try again, succeed.

If there was something wrong, vague or unclear about this guide, please let me know in the comments section. This guide is all about teaching you the use of columns. If you can't understand it, it's worth nothing.

If you want personal help with BBCoding or columns, I'll be glad to help you. Just P.M me, or if you think it's important and that other people have the same problem, leave a comment.




Useful Links / Credits


jhoijhoi - For her amazing guide to making guides. Without it, I would have known nothing about making guides and BBCoding. http://www.mobafire.com/league-of-legends/build/making-a-guide-101506


Icecreamy - For his columns guide. I'd recommend checking his guide out as well.
http://www.mobafire.com/league-of-legends/build/how-to-use-columns-194730

Table Coding

Table Coding




There's a new coding tool in Smite Fire, called 'Tables'. Tables allow you to create columns in a different and more visual way, in addition to adding background color of your own. But that's just words I'm throwing at you and you probably didn't understand a thing. Let me show you.

Tables are a really good tool to create very visually stimulating skills explanations and items explanations, but you can also use them for other things which I myself don't even know of!
Why did Ymir not eat the cake? .... Because it didn't have any icing on it!
As you can see I have a really bad sense of humor...


table coding




Understanding the Code


First, the start of the Tables code begins with [table bgcolor=WHICHEVER COLOR YOU WANT]. Now, the "bgcolor" stands for the color of the lines that separate each column and row. As you can see above, I chose that color to be white, and I recommend that you use white most of the times, as it looks clean, but the choice is up to you. Any color can go in there.


Next, there's the [tr bgcolor=COLOR]. I don't really know what the "tr" stand for but this means that you create a new row. As you can see, above you have 3 rows:
This means that each row is a new "tr". When you want to end the row to start a new one, put [/tr].

Now, the "bgcolor" stands for the background color (duh!) of that specific row. So you can put different bacground colors for each new "tr" (row).


Lastly, there's the [td padding=NUMBER]. This is basically creates new columns in your specific row, i.e in your specific "tr".

So if you have started a Ymir "tr" row, each [td padding=NUMBER] is a new column in that row. As you can see above, all rows have 3 columns in them. A "td" for their icon, then a "td" for an explanation, and then finally another "td" for their icon.

The NUMBER represents the size of the box. I would recommend to put the same number in the padding throughout the entire table, as I did above with the number "10", because if you don't, you'll get something less aesthetic, like this:

Tables are a really good tool to create very visually stimulating skills explanations and items explanations, but you can also use them for other things which I myself don't even know of!
Why did Ymir not eat the cake? .... Because it didn't have any icing on it!
As you can see I have a really bad sense of humor...

code




Now, you must never forget to close all coding for the "td"s and the "tr"s. After you've finished with your row, you must close the coding ([/td] or [/tr]]). So, you have finished a "tr" row that has 5 columns in it? You must write down [/td][/td][/td][/td][/td][/tr].


And what happens if you don't close the tag?... Believe me, you don't want to know.

Don't Click Here! Please Don't! You'll Regret EVERYTHING!!!

BTW, the code for that ugly thing is:
Code:
[table bgcolor=white] [tr bgcolor=red] [td padding=10][icon=thor size=60] [td padding=10]Thor [td padding=10][icon=thor size=60] [tr bgcolor=blue] [td padding=10][icon=shoes size=60] [td padding=10]Shoes [td padding=10][icon=shoes size=60][/table]

TormentedTurnip's Templates

TormentedTurnip's Templates




This is useful for giving an quick overview of a god's strengths and weaknesses while also allowing potential for expansion.

Pros and Cons Coding


Result



[The] Anti-Peeler.
Excellent AoE heals.
Excellent sustain and burst.
Ability to prevent and/or remove crowd control.


Expansion




High Skill Floor.
No leap or dash.
No true ultimate.
No hard crowd control.


Expansion







Pros and Cons Template


Result



PRO'S PRO'S PRO'S
PRO'S PRO'S PRO'S
PRO'S PRO'S PRO'S


Expansion




CON'S CON'S CON'S
CON'S CON'S CON'S
CON'S CON'S CON'S


Expansion









I use this to help visually separate different skills, items, or actives without being as glaring as a rule bar.



Corner Coding


Result


Repulse / Inspire

It is an Area of Effect spell that is cast with you in the center. Therefore, you need to be near to enemies to hurt them and near to teammates to heal them. This is probably the most dangerous part about Hel because she has to get in pretty close to cast them, despite having low health, resistances, and a lack of escapes. Fortunately, it both hits and heals like a truck, and it's pretty much impossible to miss.

A good Hel will do his/her best to position his/herself to heal multiple teammates rather than just the one being focused the hardest, while also not wasting too much time trying to incorporate everyone into its range. This is much harder to do when you queue alone, grouping you with morons that spread apart from your heals. (/rant)

Be very aware of Inspire's speed increase as well (between fifteen and twenty-five percent, depending on rank) and that it affects everyone in its radius, not just Hel.

This is your AoE nuke/heal, and should be leveled to maximum before any other skill. I almost always put two points into it at the start of the match, and one point into Hinder / Cleanse.









Corner Template


Result


SKILL NAME

DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION

Piederman's Templates

Piederman's Templates




I, personally, think Piederman's Ao Kuang guide is the cleanest comprehensive guide on the site and certainly deserves its position as one of the most highly rated guides here. He has unfortunately ceased his activity on Smitefire, so I believe we should make use of all the effort he put into his guide, giving his influence a lasting contribution to this site. In case he does one day make a triumphant return, it'd be great if you'd give him a +Rep and credit him for using his coding.

A word of warning, though. The templates provided here might be slightly off from Piederman's actual guide because, even though he did send me the coding, it was unfortunately inaccessible when I finally got around to writing the templates. But I made sure to inspect the elements and convert the majority of the html to BBCoding, so it should be pretty similar.




This is, in my opinion, the best skill explanation section I have ever seen. He doesn't go extremely in-depth with the skills, but the formatting and presentation for them is stellar. This is my most highly recommended template if you can manage to create gifs for the skills.


Skill Explanation Coding


Result





Graceful Winds

Whenever people hear the name Ao Kuang, his passive should clearly be what first comes to mind. What it does is that it gives you an additional magical power equal to 5% of your total mana, which is why he is mostly built with mana items. In the late game with my builds you have around 2700 mana, which gives you around 135 additional magical power.




Squall

A very useful ability not just for you, but for your teammates as well as it'll help melee gods stick to their target a lot easier. Never use this on minions or for poking. It'll just eat up all your mana before you know it, and leaving you without any major results as well. Use this and Slither to keep your Polynomicon up and running in team fights when you have it.

Squall






Slither

This ability is superb when you realize you're in the wrong spot of a team fight and need to get out of there, or to quickly catch up with an fleeing enemy. It's also a very strong ability if you use it together with Squall to keep Polynomicon up, as they both only have a 7 second base cooldown. This gives you slow immunity for 1 second upon activation as well.

Slither






Tornadoes

The main ability of Ao Kuang. This brings forth huge tornado with a wide area of effect range that adds a massive damage over time effect on enemies within it. The damage over time effect also refreshes if an enemy remains, or steps back into it. This ability is used for out-zoning Assassins and Hunters from team fights, or to keep them from feeling out of one.

Tornadoes






Spirit's Tempest

This is Ao Kuangs ultimate. It can be breath-taking if used properly, but its also very difficult to hit with; as well as making a very distinctive sound upon activation. Use it only if you know that it will hit; otherwise use it defensively, or else you'll be drawing a lot of attention to you. It works really well with Ares's No Escape and Hades Pillar of Agony for example.

Spirit's Tempest









Skill Explanation Template


Result





SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION




SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION

Switch Stances






SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION

Switch Stances






SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION

Switch Stances






SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION
SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION SKILL DESCRIPTION

Switch Stances










This is another one of my favorites. Use it in a section dealing with matchups against specific gods - it displays all of their abilities, immediately makes their difficulty apparent, and gives plenty of room for explanations.



Matchups Coding


Result




Agni
DIFFICULTY
VERY HIGH



Path of Flame
Agni, The God of Fire is one of the strongest poke gods out there. He will simply be able to dodge all your Tornadoes with his escape ability Path of Flame. Not only this, he will also have a stronger push than you before you reach 5 and above, and at this time he will be able to poke you in a very unpleasant way with his ultimate Rain Fire.
Tips and Tricks

Avoid standing behind your minions, and don't stand next to them at all once he's level 5 or more. This will only give him a straight advantage to poke you down.

Remember to move unpredictably to make it harder for him to successfully hit you with any of his abilities, but mainly for his Rain Fire.








Matchups Template


Result




Hel
DIFFICULTY
EASY/MEDIUM/HARD




EXPLANATION OF THE GOD'S PLAYSTYLE EXPLANATION OF THE GOD'S PLAYSTYLE
EXPLANATION OF THE GOD'S PLAYSTYLE EXPLANATION OF THE GOD'S PLAYSTYLE
EXPLANATION OF THE GOD'S PLAYSTYLE EXPLANATION OF THE GOD'S PLAYSTYLE
EXPLANATION OF THE GOD'S PLAYSTYLE EXPLANATION OF THE GOD'S PLAYSTYLE

Tips and Tricks

TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING
TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING
TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING
TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING TIPS ON WINNING







Here are the codes for several images used throughout his guide:


Code



Code



Code



Code



Code

Subzero008's Templates

Subzero008's Templates




Subzero008 SubShallot is definitely one of the best guidewriters on this site; he has published more guides than anyone else without forsaking quality for quantity. He's probably got the best organization out of anyone, both within each guide and how well they're all integrated together. Even if you don't use his coding, I recommend you simulate how his guides are structured. And if you do use his coding, make sure to +Rep and give him credit.




This is useful for starting your guide with a bang - it will help provide a short and sweet overview of the god your guide is about.


Introduction Coding


Result


Five seconds after this picture was taken, the boar devoured the cameraman.

Transgressors Fate


Playing Artemis


If I had to describe Artemis with one word, it would be unforgiving.
Artemis is a difficult goddess to play. She has a set of clearly defined and easily exploitable weaknesses while having few strengths compared to other carries such as Apollo or Neith. Her main strength is the absurd amounts of damage she can inflict late game, but her reliance on basic attacks is also a weakness. With no escape, any mistakes in positioning will be severely punished, and missing shots will decrease your damage output significantly.
In short, you cannot afford to make a single mistake. You must have perfect positioning, perfect accuracy, and perfect foresight. If you can master these three, you have mastered Artemis.

Transgressors Fate







Introduction Template


Result


WITTY CAPTION (totally a requirement)


TITLE


CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT
CONTENT

Jordenito's Templates

Jordenito's Templates




This is great for displaying a god's common combo(s), while also giving you the option to go more in-depth about it.


Combo Coding


Result



explanation





Combo Template


Result



NAME OF SUPER COMBO


Explanation










Here's some great coding that provides plenty of room for explanations on how to fight/counter specific gods and also displaying their skills and difficulty level.



Matchups Coding


Result


bakasura





Matchups Template


Result


GOD NAME










If you want an easy-to-read introduction that spells out the pro's and con's of the god at hand, this is your go-to template.



Introduction/Pros and Cons Coding


Result


Advantages

immortal spirit

Insane Burst

High Mobility

High Area Damage

Team Fight Asset

_____________



__________
Drawbacks



Zero Sustain

Squishy

Mana Hungry

Ability Reliant

In Short
Monkey See, Monkey Burst

expansion








Introduction/Pros and Cons Template


Result


ADVANTAGES
immortal spirit
ADVANTAGE

ADVANTAGE

ADVANTAGE

ADVANTAGE

ADVANTAGE

_____________



__________
DRAWBACKS


DRAWBACK

DRAWBACK

DRAWBACK

DRAWBACK

DRAWBACK
IN SHORT
CHEESYPUNCHEESYPUN

expansion











Here's the coding for the arrows he uses in his guides:



To copy them/their link, just mouse over the arrow you wish to copy, and then right click and with your mouse on it and click "Copy Link Adress".

NOTE: You might need to change the size of the arrow so it could actually fit in your skill combos. To know how to change their size, click here.

Sanguis' Templates

Sanguis' Templates




Sanguis is the author of the top rated Ymir guide here. And even more importantly, he's the one that converted MOBAfire's skillsequence coding into a format Smitefire can use. In addition, he's just generally a very kind and helpful member of the community. Make sure to +Rep and credit him if you use his coding.




I recommend using this code to head you skill explanations section, as it really helps to show the general priority of the god's spell leveling orders.


Skill Sequence Coding


Result



Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20





Skill Sequence Template


Result



Ability Sequence
1
2
path of flame
3
4
5
6
7
8
path of flame
9
10
11
path of flame
12
path of flame
13
14
path of flame
15
16
17
18
19
20

BestMinionEver's Templates

BestMinionEver's Templates




BestMinionEver BestMelonEver, or Marki, is the author of one of the top rated guides on the site, with several other solid guides under his belt. Both he and Subzero could be considered the site's Jungling mentors, and he's graced me with some coding from his comprehensive guide to Ne Zha. Please give him a +Rep and credit him if you use his coding in your guide.




This one here is great if you've got multiple builds, as different itemizations do indeed change a god's strengths and weaknesses.


Pros and Cons coding


Result


Here I'll give you an idea of what the different builds are good at and what they are less effective at doing, to give you an idea of how you might want to build depending on your experience and what you are up against.

Beginner build (jungle)


Pros

Cons

Advanced build (jungle)


Pros

Cons

Early snowball build


Pros

Cons

My current build


Pros

Cons







Template


Result



TITLE


PRO'S

CON'S


TITLE


PRO'S

CON'S








This is a visually pleasing section for explaining the god's skills that can be compacted so as to not take up too much space.


Skill Explanation coding


Result


Immortal SpiritImmortal SpiritImmortal SpiritImmortal Spirit (Passive)Immortal SpiritImmortal SpiritImmortal Spirit



This passive gives Ne Zha a stack of 0,5 hp5 (health points per 5 seconds) for each hit with a basic attack up to 50 stacks, so 25 hp5 (5 health per second, which is half the health you get from a Healing Potion). The stacks are lost when you die.
He also got a basic attack chain (with 4 attacks) x1 damage, x1 damage, x1,5 and x2 aoe (area of effect) damage (using abilities resets the chain).
My thoughts

Universe Ring Toss



You throw a ring in a straight line, the ring will bounce between targets that are close to each other. Enemies that are hit gets slowed and gets a physical protection debuff, enemies take 25% less damage for each time they get hit. Ne Zha also gets a movement speed buff for each hit. The ring bounces 3 times at rank 1 and 7 times at rank 5 (+ the first hit so 4-8 hits). It has relatively low damage per hit and does only get 20% of your physical power, but it is relatively cheap to cast when it comes to mana and it has a 12 second cooldown.
My thoughts

Flaming Spear



This is a steroid that buffs your attack speed and critical hit chance, which makes you do your chain combo much faster so that you get the bonus from your third and fourth attack more often. The duration of the steroid is 4 seconds at rank 1 and 6 seconds at rank 5, the mana cost is pretty low, but the cooldown is 18 seconds.
My thoughts

Armillary Sash



This is a ability that only works against enemy gods, it is long ranged single target stun which pulls you to the target dealing damage in the area close to your target. It has a relatively low base damage, but it gets 100 percent of your physical power. It has a base mana cost of 75 mana and a cooldown of 18 seconds at rank 1 and 14 seconds at rank 5.
My thoughts

Wind Fire Wheels



This ability also only works against enemy gods. It is a straight line dash that when you collide with an enemy will throw you and the enemy into the air. While you are up in the air you are going to hit the enemy three times over 4 seconds. The base damage for each hit is pretty low and it doesn't get more than 30 percent of your physical power, but each hit can do a critical hit (so Deathbringer is a must have). After you are done hitting the enemy you throw him back to the ground (Seismic Toss from pok©mon much?) dealing damage to everyone standing underneath you. This does a bit more damage, but can't apply critical hits. When you get back to the ground you dash back to where you originally dashed from before colliding with an enemy. It has a cooldown of 90 seconds and a mana cost of 80 at rank 1 and 120 at rank 5.
My thoughts








Template


Result



IMMORTAL SPIRITIMMORTAL SPIRITImmortal SpiritPASSIVE'S NAMEIMMORTAL SPIRITIMMORTAL SPIRITIMMORTAL SPIRIT



DESCRIPTION
MY THOUGHTS


FIRST SKILL'S NAME



DESCRIPTION
MY THOUGHTS


SECOND SKILL'S NAME



DESCRIPTION
MY THOUGHTS


THIRD SKILL'S NAME



DESCRIPTION
MY THOUGHTS


ULTIMATE'S NAME



DESCRIPTION
MY THOUGHTS

Summary, Conclusions & Change Log

Summary




Well, I (TormentedTurnip) hope this guide was helpful to you. I really would like to see guidemakers make use of the templates that multiple prominent authors have provided, using the time they will have saved to focus on the content of their guides. Best of luck to you, and feel free to PM me with any questions or help regarding BBCoding. (Since TormentedTurnip might not be available, feel free to P.M me, Jordenito, if you need any help.)



Change Log


April 29th, 2014

  • This guide has been previously called "BBCoulmns - A Short Guide to Columns". However, since TormentedTurnip has given me his BBCoding guide so that I could keep it up-to-date, my columns guide has been merged with his guide.

May 3rd, 2014
  • Fixed the broken arrow images and links in the skill combos templates.

June 28th, 2014
  • Added a new section about the 'Tables' Coding.
  • Added new arrows icons to my (Jordeinto) skill combos templates.
  • Added the transparent text color and replaced all of the so called 'invisible text' in my (again, Jordenito) templates with the transparent text coding.

Credits

When I began writing my first guide in June of 2013, I hadn't an inkling of what BBCoding was. Although I didn't use it as a reference for this guide, Jhoijhoi certainly helped get me on my feet with her Getting Started guide.

A big thank you to Icecreamy for his columns guide.

Huge props to Piederman, Subzero008, Sanguis, and BestMinionEver for lending me their codes to be used as templates.

A thank you for Janitsu for showing us the 'Tables' coding and the transparent color.

There are also many others who have, to a lesser but non-negligible extent, influenced my works. Thanks for being active, ya'll.

And finally, let's not forget the editors, veterans, moderator, and administrators who keep the database current!

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1
[-]
Deezskills NL | February 11, 2017 12:17pm
This really helped me thanks!
1
[-]
NeoXceptr (1) | September 23, 2016 6:19pm
EXTREMELY HELPFUL! First time creating a guide and you were very organized with the example with the codings following after. Thank you so much
1
[-]
Technotoad64 (45) | May 21, 2016 7:25pm
I'm having some problems with puttin rules in columns. I have the same number of rows in each column, but they still don't quite line up. The code I am using is
Code:
[columns][nextcol width=300][left] 4/14/16[rule] 4/15/16[rule] 4/18/16[rule] 4/20/16[rule] 4/27/16[rule] 4/28/16[rule] 4/29/16[rule] 5/01/16[rule] 5/02/16[rule] 5/13/16[rule] 5/16/16[rule] [nextcol width=9001][right] Published guide.[rule] Addition of [[Soul Stone]], and separation of Skills and Combos.[rule] Began work on Relics subsection, and began work on Math Section.[rule] Finished Math Section, for now. Finished Relic section.[rule] Slight reformatting, began work on Matchups section.[rule] Change of main color from #50ff50 to #50dd50.[rule] Reformatting, and specification of use of [[meditation]].[rule] Shamelessly advertising someone else's guide.[rule] Revision of Combos Section.[rule] Added [[Nox]] to Matchups.[rule] Added [[Void Stone]] to situational items. Changed Changelog to [url=http://animals.nationalgeographic.com/animals/mammals/zebra/]zebra[/url].[rule]

And it comes out as:
4/14/16
4/15/16
4/18/16
4/20/16
4/27/16
4/28/16
4/29/16
5/01/16
5/02/16
5/13/16
5/16/16
Published guide.
Addition of Soul Stone, and separation of Skills and Combos.
Began work on Relics subsection, and began work on Math Section.
Finished Math Section, for now. Finished Relic section.
Slight reformatting, began work on Matchups section.
Change of main color from #50ff50 to #50dd50.
Reformatting, and specification of use of meditation.
Shamelessly advertising someone else's guide.
Revision of Combos Section.
Added Nox to Matchups.
Added Void Stone to situational items. Changed Changelog to zebra.
1
[-]
Technotoad64 (45) | May 21, 2016 7:29pm
It looks like it's lined up here, but in the guide, it's not.
1
[-]
Greenevers (105) | November 12, 2014 6:30pm
Hm... This is a bit outdated. Most of the info is still great but this just goes over basic columns/coding (even though it's for beginners). I feel like we need a more in-depth guide on more secrets of the BBC on this site ;)

Also, I've recently experimented quite a bit with tables and found you can pretty much forego columns if you understand them enough heh.
1
[-]
wetcoolguy101 (12) | August 14, 2014 8:35pm
Thanks dude this helped so much on making my guides. Please update it more and add more tips on BBCoding I would love to know
+1
1
[-]
Greenevers (105) | July 2, 2014 9:53pm
Under Sanguis' templates, path of flame -> Path of Flames

hue one of the arrows is mine xD
1
[-]
Janitsu (25) | June 17, 2014 5:00am
Hmm...

Well anyways I'd suggest adding tables now that they work :3



EDIT: Also about the image resizing by code thingy. You don't need to count anything because it (afaik) resizes the image correctly if you only put one value.

Example:
1
[-]
Jordenito (66) | June 17, 2014 2:21am
Oh thank you! I always tried to code invisible text as and never succeeded. Thanks!

The way of displaying the text is just personal preference, and I'd rather not get into it. Also, I would like to mess with TT's work as less as I can.
1
[-]
Janitsu (25) | June 17, 2014 1:17am
I believe that there is a coding for transparent text

HELLO THERE I AM JUST HERE AND YOU CAN'T SEE ME UNLESS YOU DO STUFFzzz


also in the coding section where you have the setup with

name

icon

desc


I would put the text this way: Slice and Dice
1
[-]
TormentedTurnip (96) | May 3, 2014 12:54am
I don't think it's a temporary problem, as the link for the arrow, http://mycardpack.com/images/arrow_right_48.png, seems to be broken. If you have it in your computer, I recommend reuploading it to imgur.com to ensure its permanence. The downside is you'll have to replace it everywhere, but, hey, it's better than having broken images everywhere. :P
1
[-]
Jordenito (66) | May 2, 2014 6:32am
On my regular P.C, it works fine. On my laptop, I also have the same problem.

Could be something with Firewall like you've stated or with the settings, or with certain computers.
1
[-]
festive1 (14) | May 1, 2014 4:45am
Greenevers wrote:

Some reason, still can't see the arrows, maybe my firewall is blocking the site or something o.o. When I go to the image link, says it's not found. Probably something wrong on my side

Nope, they're not working for me either.

Edit: I checked again on my guide, and still not working.
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