Difference between revisions of "Template:GearList/doc"

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{{Showhide|How to Add More Values to the Sortable ''ListAbilities'' type template:|content=
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==Usage==
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To organize combat items for searching, comparison, and general knowledge. This template is part of a large system of templates - so read this documentation carefully before making changes. There is a template for Armor, Helmets, Shields, Trinkets, Bombs, Handguns, and Swords. These are all related to each other with icon symbolism, several #switch templates, and header-sortable table behavior. I consider the total usage (using and editing) difficulty of this "template system" to be in three levels - the first being the easiest, and the last being the "hardest" in that it is "risky" and can "break" the system. But an editor should be able to use this template and change it easily after reading this documentation. I hope. Grab some popcorn and settle in, because it's a big read!
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<!--===============================
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Level 1
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===Level 1: Understanding the Templates===
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----
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The following '''Note''' is on every page that uses one of these lists (implemented by placing '''<nowiki>{{Note-GearList}}</nowiki>''' in the page code). It explains the general behavior of the template for users who may be unfamiliar with it:
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{{Showhide|Note|content={{Note-GearList}} }}
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The following logic explanations describe icons, their inspiration, and how they are designed.
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{{Showhide|Icons|content= icon blahblah NOVA REMEMBER TO GET IT OUT OF YOUR SANDBOX }}
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Level 2
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===Level 2: Populating the Templates===
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----
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The game has suddenly updated with new armor items, or something. We need to add them to the appropriate list. Here's what the values mean, and where they should go:
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{{Showhide|Parameters|content=
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blahblah nowiki blahblah parameters
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}}
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<br/><br/><br/><br/>
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<!--===============================
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Level 3
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===============================-->
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===Level 3: Updating the Templates with New Values===
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----
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The game has suddenly updated with new helmet items, or something. They have stat values and intensity levels of abilities that we've never seen before. Here's how to get them into the template smoothly, so they can be sorted in with the older items:
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{{Showhide|Adding Values: ListAbilities|content=
 
A fundamental thing to remember: tables sort the lowest numerical value to the top first. I've looked, and as far as I can tell, there's not a simple way to just reverse it without internal span stuff. But we are using icons - which actually makes this easier!
 
A fundamental thing to remember: tables sort the lowest numerical value to the top first. I've looked, and as far as I can tell, there's not a simple way to just reverse it without internal span stuff. But we are using icons - which actually makes this easier!
  
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You see how it all works wonderfully with things that don't exist yet? Oh well in case you don't, here's a few examples in action:
 
You see how it all works wonderfully with things that don't exist yet? Oh well in case you don't, here's a few examples in action:
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Examples:
 
Examples:
  
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If your defenses were affected (like fiends dealt more damage to you), then the number would probably be '''93.00603105''', using the italicized potential in the "Ability B" column.
 
If your defenses were affected (like fiends dealt more damage to you), then the number would probably be '''93.00603105''', using the italicized potential in the "Ability B" column.
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A value of '''72.23300006''' means:
 
A value of '''72.23300006''' means:
 
:Bonus...item...handgun...3 abilities...first ability is CTR...first ability is low level...
 
:Bonus...item...handgun...3 abilities...first ability is CTR...first ability is low level...
 
::This number applies to several of the new 5* gunner items which feature handgun CTR, ASI, and DMG.
 
::This number applies to several of the new 5* gunner items which feature handgun CTR, ASI, and DMG.
 
:::notice how the "Ability A Subclass" overrides the rest of the placeholders with 0s. This should help sorting if the above '''6)''' is maintained.
 
:::notice how the "Ability A Subclass" overrides the rest of the placeholders with 0s. This should help sorting if the above '''6)''' is maintained.
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So yep! This will work smoothly as long as we don't get more than 10 variants (0-9) of a thing. Then we might have to, I don't know, use letters or something. Hurray!
 
So yep! This will work smoothly as long as we don't get more than 10 variants (0-9) of a thing. Then we might have to, I don't know, use letters or something. Hurray!
 
|width=1206px}}
 
|width=1206px}}
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<br/><br/><br/><br/>
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==See Also==
 +
[http://forums.spiralknights.com/en/node/105837 Forum Node 105837]  contains feedback and other user contributions for this enormous project. Thank you all for your time and effort.

Revision as of 06:32, 21 December 2014

Usage

To organize combat items for searching, comparison, and general knowledge. This template is part of a large system of templates - so read this documentation carefully before making changes. There is a template for Armor, Helmets, Shields, Trinkets, Bombs, Handguns, and Swords. These are all related to each other with icon symbolism, several #switch templates, and header-sortable table behavior. I consider the total usage (using and editing) difficulty of this "template system" to be in three levels - the first being the easiest, and the last being the "hardest" in that it is "risky" and can "break" the system. But an editor should be able to use this template and change it easily after reading this documentation. I hope. Grab some popcorn and settle in, because it's a big read!



Level 1: Understanding the Templates


The following Note is on every page that uses one of these lists (implemented by placing {{Note-GearList}} in the page code). It explains the general behavior of the template for users who may be unfamiliar with it:

The following logic explanations describe icons, their inspiration, and how they are designed.





Level 2: Populating the Templates


The game has suddenly updated with new armor items, or something. We need to add them to the appropriate list. Here's what the values mean, and where they should go:





Level 3: Updating the Templates with New Values


The game has suddenly updated with new helmet items, or something. They have stat values and intensity levels of abilities that we've never seen before. Here's how to get them into the template smoothly, so they can be sorted in with the older items:





See Also

Forum Node 105837 contains feedback and other user contributions for this enormous project. Thank you all for your time and effort.

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