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List/To Do
 
 
 
 
 
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{{Showhide|To Do list|content=
 
 
Priority:
 
 
*Overhaul [[Exploration]]
 
 
*Adjust logic for costume taxonomy to be in line with recent merger format (discussed [http://forums.spiralknights.com/en/node/109275 here])
 
 
*Fix steam acquisition wording around the wiki where relevant (dragon stuff currently has ideal phrasing, linking to Unpacking would be smart)
 
 
*Fix [[Haven]] and associated pages that have NPC/denizen lists
 
 
To do:
 
----
 
*Fix trinket infobox and recipe (the heat statement doesn't make sense for trinkets)
 
 
*Add history to spiral starter items, like when more colors were made available etc.
 
 
*Make [[token]] page into list format
 
 
*Finish organizing color theme categories/category tags on pages. 
 
 
*Make gallery mimic templates have more similar inputs, documentation for them.
 
 
*Gallery for prize box pages, featuring the special stuff in bulk instead of individually/wayward (not important)
 
 
*Make [[Confetti]] page betterer. This includes table format and animations.
 
 
*Fix Lockbox stuff to be like Prize Box stuff
 
 
*Bother Icytea about icons for [[Gun Pup Helm]], Node Slime, and a few others.
 
 
*Fix [[List of sets|Sets]] (consistent file naming for sets) and get pics of kat stuff.
 
:Fix various set inputs on several costume pages (regarding hyphens especially) so images show up once established+moved/reuploaded (in lists)
 
:Figure out what a "set" is (vs. collection, family, group)
 
:Move set info into infobox for combat gear pages.
 
 
*Infobox project: Overhaul mission pages, create nonexistent mission pages, include stuff from exploration and map projects
 
 
*Maps
 
:-Fix map names for SW and GA (my bad)
 
:-Work with [[User:HexZyle|HexZyle]] on this to make epic
 
 
*Fix this nonsense: [[:Template:Tip-Mouseover-Description]]
 
 
*Furniture
 
:standardize list format
 
:reorganize - don't do pages by group, that's not flexible enough
 
 
*Guild Hall
 
:standardize list format
 
 
*NPC page standardization
 
:Make a page for misc NPCs and merge wayward pages
 
:Add NPC dialogue information to mission pages where relevant
 
 
*Add "<nowiki>{{Prismatic Aspect}}</nowiki>" information to all relevant pages.
 
 
*Overhaul gear infoboxes and categories regarding monster bonuses
 
 
*Finish GearList project (after set-in-the-infobox stuff and weapon stuff is done)
 
 
*Start up "monster-themed" categories for people who like to cosplay/collect.
 
 
*Add sortable acc slot columns to reduce confusion regarding built-in accessories or other items. Sometimes they take up the slot, sometimes they don't! "Why" doesn't matter, only whether or not they do.
 
 
*Fix template naming convention for costume recolors to match accessory - not a priority cause redirect is working, but the internal editor tips should be accurate.
 
}}
 
<!--===============================
 
 
 
 
 
List/Done
 
 
 
 
 
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{{Showhide|Done list|content =
 
*Lots of other things I didn't keep track of in here until I started keeping track of things in here.
 
::Never Done, our duty is unending.
 
 
*Battle Sprite "gallery" code mimic. Ask Clotho to move sprite images to better names once established.
 
::Done: 27 February 2015
 
 
*Fix informative text area of [[Accessory]] page
 
::Done: 01 March 2015
 
 
*Fix switch for category regarding "obsolete" in-game official stuff vs. "retired" guilds. <strike>Or just make retired guilds obsolete? idk. Must decide later.</strike> Decided to go with switch.
 
::Done: 03 March 2015
 
 
*Alchemy Paths update (Thanks [[User:BlarghBlargh|Skepticraven]] for making template)
 
::Done: 11 March 2015
 
 
*Make a single plug-n-chug template for linking SE and another for linking Color themes (instead of one template per SE and one template per Theme)...<strike>Maybe even a single category linking template for all these aesthetic things. switchy switchy</strike> - nah...also, fix "[[Prismatic Aspect]]" information on individual item pages. <strike>Maybe make a [[:Category:Linking Templates|linking template]] for this too</strike> -nah.
 
::Done: 12 March 2015
 
 
*Add date of release information to accessory lists. This should aid in clarity - what should users expect? New players should get an idea right away about how/when things are put into the game...
 
::Done: 20 March 2015
 
 
*Notes column of [[Costume]] page (make it like accessory page)
 
:Done: 23 March 2015 (finally)
 
 
*Tweak weaponinfo infobox template to link to status through ability images as well as register for "weapons that can inflict BLAH status" categories? Could easily be done with one input and a few switches.
 
:Done: 24 March 2015 (not fully implemented on individual pages)
 
 
*add infobox screenshots to the little tooltip icon popup "whoops" thing
 
:Done: 27 March 2015
 
 
*Fix special categories that sort numerically but do not claim to sort numerically (armor/helmet/shield defenses and status resistances)
 
:Done: I totally forget but sometime April 2015
 
 
*Fix [[news]] page and template inputs to not be stupid
 
:Done: 14 May 2015
 
 
*Find the missing Tier 1 minis and upload pics, fix tags
 
:Done: 15 May 2015
 
}}
 
<!--===============================
 
 
 
 
 
List/Scrapped
 
 
 
 
 
===============================-->
 
{{Showhide|Scrapped (Decided not to do)|content =
 
*Tweak acc lists on individual acc pages so that recolors are always on bottom.
 
:Reason: not worth editor time, people can just learn that the lists are hiccupped with recolors when it comes to DoR, or future editors can "fix" this OCD issue.
 
 
*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.
 
:Reason: bleh!
 
}}
 
 
 
==Maps==
 
==Maps==
:[[:Template:MapList/doc]] - Documentation for the template of the list below:
 
{{MapList/Start}}
 
 
{{MapList
 
|location      = Compound
 
|type          = L
 
|#              = 1
 
|variant        = A
 
|description    =
 
|notes          = ACTUALLY THIS IS AN I. I'm too tired to fix it right now, and I've made about 15 mistakes in the past hour, so it's time to give this a rest. This module features four spike traps. It potentially has a small med cache to the right.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = L
 
|#              = 1
 
|variant        = A
 
|notes          = There is a button hidden in the area, likely under one of the six individual crystal blocks.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = I
 
|#              = 1
 
|variant        = A
 
|notes          = This visual was found in depth BLAH of Clockwork Tunnels: BLAH. Puzzle potential here, with rocket puppies - use their rockets to hit switches if this version is encountered.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = L
 
|#              = 2
 
|variant        = A
 
|notes          = Spikes retract after all turrets are defeated.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = L
 
|#              = 3
 
|variant        = A
 
|notes          = This example was found in: [[Clockwork Tunnels]]: Wild Path (Depth 19).
 
 
Several [[shankle]]s patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational. Sometimes the areas are cluttered with destructible blocks.
 
 
{{Opinion/Small}} This area is quite hazardous, perhaps it would be a good idea to lure enemies out of it, then fight them.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = +
 
|#              = 1
 
|variant        = A
 
|notes          = There are two statues somewhere in the area. They should be placed on top of pressure plates. This provides access to the center, where there is a button that opens the rest of the gates.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = +
 
|#              = 2
 
|variant        = A
 
|notes          = This visual was found in depth BLAH of Clockwork Tunnels: BLAH.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = L
 
|#              = 4
 
|variant        = A
 
|notes          = Monsters spawn when entering the area. Pressing the button spawns more monsters and opens the gate.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = I
 
|#              = 2
 
|variant        = A
 
|notes          = This example was found in: [[Clockwork Tunnels]]: Wild Path (Depth 19).
 
 
Turrets spawn when entering the area. Go around the perimeter to access switches. Defeat monsters in center to continue.
 
 
{{Opinion/Small}} Take advantage of the layout. Go to the perimeter and shoot across the gap to defeat enemies, instead of fighting in the center.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = T
 
|#              = 1
 
|variant        = A
 
|notes          = This example was found in: [[Clockwork Tunnels]]: Infernal Passage (Depth 24).
 
 
A turret spawns on each of the corners of a hole in the center. Monsters spawn in divided sections. Loot such as [[Treasure Box]]es can appear in these sections.
 
 
Monsters can be trapped in the respawning block areas.
 
}}
 
 
{{MapList
 
|location      = Clockwork Tunnels
 
|type          = T
 
|#              = 2
 
|variant        = A
 
|notes          = This example was found in: [[Clockwork Tunnels]]: Infernal Passage (Depth 24).
 
 
Two [[shankle]]s patrol a T intersection.
 
}}
 
 
{{MapList
 
|location      = Core
 
|type          = Start
 
|#              = 1
 
|variant        = A
 
|notes          = This example was found in: [[Dreams and Nightmares]]: ''A Step Beyond''
 
 
Players start in a large area safer than the rest of the level with an Arsenal Station available.
 
}}
 
 
{{MapList
 
|location      = Core
 
|type          = Start
 
|#              = 2
 
|variant        = A
 
|notes          = This example was found in: [[Dreams and Nightmares]]: ''A Step Beyond''
 
 
Players start in a small area safer than the rest of the level with an Arsenal Station available.
 
}}
 
 
{{MapList
 
|location      = Core
 
|type          = T
 
|#              = 1
 
|variant        = A
 
|notes          = This example was found in: [[Dreams and Nightmares]]: ''A Step Beyond''
 
 
Three paths meet and separate in a puzzling spiral.
 
}}
 
 
{{MapList
 
|location      = Core
 
|type          = +
 
|#              = 1
 
|variant        = A
 
|notes          = This example was found in: [[Dreams and Nightmares]]: ''A Step Beyond''
 
 
Four paths meet and separate in a puzzling spiral.
 
}}
 
 
{{MapList
 
|location      = Core
 
|type          = L
 
|#              = 1
 
|variant        = A
 
|notes          = This example was found in: [[Dreams and Nightmares]]: ''A Step Beyond''
 
  
The path takes a turn through angled terrain.
+
==Tests==
}}
+
  
{{Table/End}}
+
==Important OCH notes==
 +
Notes for when we can edit the page, or when we ask staff to do so if they do not make a billing sub page:
  
Ah, it would be "[[Clockwork Tunnels]]," not "clockworks tunnel." I think I need to make a bunch of redirects for exploration entities (button) etc. If you look at [http://wiki.spiralknights.com/Talk:Exploration the discussion page] of the [[exploration]] page, you can see another project growing there.
+
Besides the entire mission page format, importantly:
Unless you did that "clockworks tunnel" to be clever so it's not the actual thing when we publish :P -[[User:Novaster|Novaster]] 13:49, 14 March 2015 (UTC)
+
  
:No, it was unintentional. It's late here. --[[User:HexZyle|HexZyle]] 14:23, 14 March 2015 (UTC)
+
"Operation Crimson Hammer" is not [[:Category:geography]], it is the name of the mission. The floors within the mission are geography.

Latest revision as of 20:26, 12 October 2015

Maps

Tests

Important OCH notes

Notes for when we can edit the page, or when we ask staff to do so if they do not make a billing sub page:

Besides the entire mission page format, importantly:

"Operation Crimson Hammer" is not Category:geography, it is the name of the mission. The floors within the mission are geography.

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