Difference between revisions of "Template:GearList/doc"

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m (Level 1: Understanding the Templates: data data data)
m (Level 1: Understanding the Templates: data data data)
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:Why use icons at all? Text seems easier to code. Spiral Knights is a highly visual game with lots of data, even if that data is simple, there's a lot of it. Icons. Icons everywhere. Icons allow for compressed data too...once a person knows what an icon means, well, the image takes scare of all those words...and tooltips can be used...yeah, tables can be very compressed when using icons.
 
:Why use icons at all? Text seems easier to code. Spiral Knights is a highly visual game with lots of data, even if that data is simple, there's a lot of it. Icons. Icons everywhere. Icons allow for compressed data too...once a person knows what an icon means, well, the image takes scare of all those words...and tooltips can be used...yeah, tables can be very compressed when using icons.
  
:Icons are derived from in-game icons, usually colored [[arsenal]] icons. The simplistic, familiar shapes allow easy scanning of a large table. The simplistic color meanings remain consistent in different column groups, further facilitating visual cues. Amusingly, the arsenal icons are usually divided into enough distinct smaller "shapes" to allow very clear coloring of various well-known abilities, such as "charge time reduction" and so on.  
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:Icons are derived from in-game icons, usually colored [[arsenal]] icons. The simplistic, familiar shapes allow easy scanning of a large table. The simplistic color meanings remain consistent in different GearLists, further facilitating visual cues. Amusingly, most of the arsenal icons are usually divided into enough distinct smaller "shapes" to allow very clear coloring of various well-known abilities, such as "charge time reduction" and so on.  
 
::[[Perk]]s and "[[Consumables#Ability Boosters|Ability Booster]]s" have heavily influenced the color symbolism in these columns.
 
::[[Perk]]s and "[[Consumables#Ability Boosters|Ability Booster]]s" have heavily influenced the color symbolism in these columns.
  
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:-Abilities
 
:-Abilities
  
'''Why Color the ABILITY column icons with these colors?'''
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{{Showhide|ABILITIES - why color these icons this way?|content=
  
 
:Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS).  
 
:Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS).  
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:Not all the perks in the game are consistently colored, nor are items and behaviors.  The "[[Swiftstrike Buckler]]" is yellow...you'd think it would be blue based on its ability. Ah well. You'd think swift steps would be orange, not blue. But Spiral Knights is a dynamic game, sort of like the real world - there are rules, and then these rules are broken. In the meantime, we try to make sense of it all.
 
:Not all the perks in the game are consistently colored, nor are items and behaviors.  The "[[Swiftstrike Buckler]]" is yellow...you'd think it would be blue based on its ability. Ah well. You'd think swift steps would be orange, not blue. But Spiral Knights is a dynamic game, sort of like the real world - there are rules, and then these rules are broken. In the meantime, we try to make sense of it all.
 
 
  
 
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'''The GearList Icons'''
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'''Why color [[Armor]], [[Helmet]], and [[Shield]] "UNIFORM BONUS" and "ITEM BONUS" icons this way?'''
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'''Why color [[Armor]], [[Helmet]], and [[Shield]] "UNIFORM BONUS" icons this way?'''
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[[File:Wiki Image-GearList-Helmet Uniform ASI icon.png|36px|link=Crown of the Fallen]], [[File:Wiki Image-GearList-Helmet Uniform MSI icon.png|36px|link=Mercurial Helm]], [[File:Wiki Image-GearList-Helmet Uniform CTR + DMG icon.png|36px|link=Chaos Cowl]],
 
[[File:Wiki Image-GearList-Helmet Uniform ASI icon.png|36px|link=Crown of the Fallen]], [[File:Wiki Image-GearList-Helmet Uniform MSI icon.png|36px|link=Mercurial Helm]], [[File:Wiki Image-GearList-Helmet Uniform CTR + DMG icon.png|36px|link=Chaos Cowl]],
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::Note: mouseover the icons to see what items the abilities could pertain to. There are many items in the game that have the same abilities with different defenses and so on, these are just examples. Though some abilities (when considering intensity level too) are rare...even unique...
 
::Note: mouseover the icons to see what items the abilities could pertain to. There are many items in the game that have the same abilities with different defenses and so on, these are just examples. Though some abilities (when considering intensity level too) are rare...even unique...
 
'''Why color [[Armor]], [[Helmet]], and [[Shield]] "ITEM BONUS" icons this way?'''
 
 
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:Whitish areas = ability not affected
 
:Whitish areas = ability not affected
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}}
 
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Revision as of 08:25, 22 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.

Example GearList Image GearList Images - all images used in this template system except for actual icons of gear items. Not all images in this category are being used at the moment - some of them are "in preparation for potential future things" or "options."

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