Difference between revisions of "Template:GateLevel"

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<includeonly><div style="font-size:125%;">
 
<includeonly><div style="font-size:125%;">
{{#switch:{{{version|}}}
 
|#default=
 
 
{{#switch:{{{floor|}}}|
 
{{#switch:{{{floor|}}}|
 
|#default =
 
|#default =
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|}}{{#if:{{{depth|}}}|'''Depth''': {{{depth}}}<br>
 
|}}{{#if:{{{depth|}}}|'''Depth''': {{{depth}}}<br>
 
|}}{{#switch:{{{note|random}}}
 
|}}{{#switch:{{{note|random}}}
|#default      = '''Note''': {{{note}}}.
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|#default      = '''Level Link''': {{{note}}}.
|level link    = '''Level Link''': {{{level link}}}
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|random        = '''Level Link''': This floor is composed of random ''[[{{{plug}}}]]'' segments.
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|set            = '''Level Link''': This floor is the same as ''[[{{{plug}}}]]''.
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|unique        = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is unique to this mission.
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|standard lobby = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is standard.
 
|standard lobby = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is standard.
 
|danger lobby  = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is a danger mission lobby.
 
|danger lobby  = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is a danger mission lobby.
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|compact area  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of both random and unique "''[[Compact Area]]''" segments.
 
|compact area  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of both random and unique "''[[Compact Area]]''" segments.
 
|mission arena  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of random [[Battle Arena (mission)|mission arena]] segments.
 
|mission arena  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of random [[Battle Arena (mission)|mission arena]] segments.
}}{{#if:{{{special|}}}|&nbsp;'''Special''': It has {{{special}}}.|}}{{clearleft}}<br>
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}}{{#if:{{{special|}}}|&nbsp;'''Special''': It has {{{special}}}.|}}{{clearleft}}{{#switch:{{{last|}}}
|new=
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|#default=<br>
{{#switch:{{{floor|}}}|
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|yes=}}</includeonly><noinclude>
|#default =
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|1='''First Floor:'''<br>
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|2='''Second Floor:'''<br>
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|3='''Third Floor:'''<br>
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|4='''Fourth Floor:'''<br>
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|5='''Fifth Floor:'''<br>
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|6='''Sixth Floor:'''<br>
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|7='''Seventh Floor:'''<br>
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|8='''Eighth Floor:'''<br>
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|9='''Ninth Floor:'''<br>
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}}</div>
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[[File:Gate-{{{icon|{{{area|Ancient Grove}}}}}}.png|{{{size|58px}}}|left|link={{{link}}}]]{{#if:{{{icon 2|}}}|,&nbsp;[[File:Gate-{{{icon 2|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 2}}}]]
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|}}{{#if:{{{icon 3|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 3|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 3}}}]]
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|}}{{#if:{{{icon 4|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 4|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 4}}}]]
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|}}{{#if:{{{icon 5|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 5|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 5}}}]]
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|}}{{#if:{{{icon 6|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 6|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 6}}}]]
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|}}{{#if:{{{icon 7|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 7|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 7}}}]]
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|}}{{#if:{{{icon 8|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 8|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 8}}}]]
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|}}{{#if:{{{icon 9|}}}|&nbsp;,&nbsp;[[File:Gate-{{{icon 9|Ancient Grove}}}.png|{{{size|58px}}}|link={{{link 9}}}]]
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|}}{{#if:{{{icon 2|}}}|{{clearleft}}
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|}}{{{missionlist|}}}{{#if:{{{name|}}}|'''Name''': ''{{{name}}}''<br>
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|}}{{#if:{{{depth|}}}|'''Depth''': {{{depth}}}<br>
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|}}{{#switch:{{{note|random}}}
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|#default      = '''Note''': {{{note}}}.
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|random        = '''Level Link''': This floor is composed of random ''[[{{{link}}}|{{{link|{{#if:{{{1|}}}|{{{1}}}|}}{{#if:{{{2|}}}|/{{{2}}}|}}}}}]]'' segments.
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|set            = '''Level Link''': This floor is the same as ''[[{{{plug}}}]]''.
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|unique        = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is unique to this mission.
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|standard lobby = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is standard.
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|danger lobby  = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is a danger mission lobby.
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|starter lobby  = '''Level Link''': ''[[{{{plug}}}|This mission's lobby]]'' is the special starter lobby.
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|compact area  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of both random and unique "''[[Compact Area]]''" segments.
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|mission arena  = '''Level Link''': ''[[{{{plug}}}|{{{name}}}]]'' is composed of random [[Battle Arena (mission)|mission arena]] segments.
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}}{{#if:{{{special|}}}|&nbsp;'''Special''': It has {{{special}}}.|}}{{clearleft}}<br>[[Category:Gate maps that are currently version 2 and will be cleaned up after phase is finished lease do not create this category it is being temporarily used to track entities.}}</includeonly><noinclude>
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{{documentation}}</noinclude>
 
{{documentation}}</noinclude>

Latest revision as of 18:43, 18 January 2016

[edit] [purge] Template documentation

Usage

To display level information in a compact manner. Compatible with various terms as needed. Use primarily on mission pages. Area pages such as Scarlet Fortress have their own special format to visually separate them from missions, and they do not have a set floor sequence at all.

Code

{{GateLevel
|missionlist = {{{missionlist|}}}
|size  = {{{size|58px}}}
|floor = 
|icon  = 
|name  = 
|depth = 
|plug  = 
|note  = 
}}

Parameters

|missionlist = {{{missionlist|}}}
|size = {{{size|58px}}}
|last = yes

These are included so the gate map display can be flexible, because it is used in both the mission page and a mission list page. "last=yes" tells the X/Gate Map page which template entry is the last floor in the gate, so the line break that separates gate template from each other in order for floors to be easily discernible does not occur and cause unnecessary whitespace on published mission pages, within show/hides on the mission list pages, and anywhere else the gate map page might be visible. Every X/Gate Map page should have these entries to allow master control of their behavior in various published locations.

|floor

The floor number. 0,1,2 etc. Only use if the gate is depicting a mission gate map, arcade gates do not concern themselves with this because depths are always predictable. In other words, in an arcade gate each "depth" is a "floor" that can be one level or rotate between 2 or more levels.

|icon

Specify icon file. There are many old, inconsistently named icons around the wiki. Only need to use NAME for entry: "File:Gate-NAME.png" is built into the template. If the level is new, you might need to upload an icon. Pay careful attention to icon naming convention for levels vs. areas.
This can be quite complicated for some floors. You might need to use icon 2, icon 3, etc. If there are levels in the floor's rotation. Make sure they line up with the plug order.

|name

The name of the floor. Pay attention to floor name vs. level. Mission floors often have special names for levels. For example, Tracking in High Temperature Hostages is a Wolver Den: Ashes to Ash Tails. This special naming helps the game's story, but can be confusing. So we display the name in plain text and a link to the named level as well.

|depth

A number, or Depends on [[Player Rank|rank]]'' (for prestige)

|plug

The name of the level the gate uses for this floor. This will be a geography subpage.
This can be quite complicated for some floors. You might need to use plug 2, plug 3, etc if there are levels in the floor's rotation. Make sure they line up with the icon order.

|note

There are a few standardized entries, otherwise, carefully link the level with a specially worded input using Template:Location.
compact area
danger lobby
mission arena
standard lobby
starter lobby

|special

Only include if the level is otherwise the same as the arcade version, but always has something special in it somewhere, such as a scenario room at the end.

Examples

See what links here or pages in Category:Gate Maps for examples of this template in action.

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