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Alchemy Path template (in the process of applying)

13 replies [Last post]
Sat, 03/05/2011 - 20:50
Saphykun's picture
Saphykun

The template is ready to be used! But let's discuss where on the individual pages we should put it. We just like being consistent! *OCD*: Found here

I've stopped at the Cryotech Alchemer. The swords have already been done. I'll be picking up from the Cryotech Alchemer tomorrow and eventually add the template to all of the equipment pages.

THIS MEANS NO MORE CLICKCLICKCLICK TO SEE THE END OF THE PATH! o('D'o)

The rest you don't need to read.

I copied-pasta'd from Levonis's older monster templates. I envision the template this way ^^. Ignore the stars you see there! Those are just placeholders for unknown reasons :o I vaguely remember reading somewhere that an alchemy path be improved somehow, and that there was a template created somewhere, but I can't remember where it is and I'm too lazy to find it.

NTS: Use Help:Template

Here are my plans for the template:

  • The currently viewed equipment will have its cell highlighted a yellow color, like the header's background color. But it doesn't appear that I can change the cell color if I use the SKCell template. <- Very low on priorities' list now. This is probably the last thing I'll do, if we do it at all.
  • The ability for template users to replace the Brandishes with other gear, of course ^^;
  • The icons of equipments' pre-requisites and upgrades stays! D8
  • Your feedback and help! I really do need everyone's help, but I don't want to have everything fall on my lap. I'd also like to learn how to create and code templates instead of nicking them off ^^;
  • Thank you for reading this! I'll be marking most of my template tamperings as minor so it doesn't clog up the Recent Changes page!

Tue, 03/08/2011 - 13:58
#1
Saphykun's picture
Saphykun
YAY

I managed to make the code work! \0/ It turns out that the code in the body was the culprit. And then I felt stupid, because it's the exact code as the monster template which I copied-pasta'd from.
But then again, if it wasn't for the monster code, I would never know it was the fault!

So overall, the entire code works and is technically ready to be used in the Wiki. The only problem is that most gear will have lots of useless cells. I blame the tree tiers that the Brandish and Haze Bombs have ^^; You can see it at work here. Who knew that a simple code would be so much trouble? x-x

What I will probably do later is see if I can make the stars a few font sizes bigger. On the definite to-do list is to center the stars. Right now I'm too tired from cluttering the Recent Changes page and I need a nap. x-x

Tue, 03/08/2011 - 15:13
#2
Levonis's picture
Levonis
I wonder if there's an easy

I wonder if there's an easy way to implement the SKWindow/EmptyCell template into the table. That would probably allow for less clutter.

Tue, 03/08/2011 - 17:07
#3
Saphykun's picture
Saphykun
Just tried it on the template

Just tried it on the template - it takes up much less space than having the SKCell templates, but it leaves an icky blotch of empty space. Also, if I add text to an empty cell, the text shows, but the cell background still remains blank.
But I think I see what you mean. It would be nice to have the EmptyCell template trigger when a cell is not in use.

Sat, 03/12/2011 - 17:35
#4
Saphykun's picture
Saphykun
Ready and rarin' to go!

Okay! I've fixed the entire template so that you can add rows if necessary.
Here is the code:
{{SKWindow
| width = 50%
| title = {{PAGENAME}}'s alchemy path
| body = {{alchemy paths header}}

{{Alchemy paths
|stage0=
|stage1=[[Big Beast Basher]][[File:Equipment-Big_Beast_Basher_icon.png|40px]]
|stage2=
|stage3=
|stage4=
|stage5=
}}
}}

There is a break code between the [[SWORDNAME]] and [[IMAGENAME]] that won't show. If you need to add another row, just copy-paste the Alchemy paths template. I know it's a lot of coding on our parts, but I don't know enough Wiki coding to be able to simplify it ^^;

Sun, 03/13/2011 - 08:34
#5
Equinox's picture
Equinox
Game Master
I added some code in to make

I added some code in to make the backgrounds of unused stage cells the background blue color. I also made the content of those cells centered. What do you all think of those changes?

I've also tossed in another template so the beginning of the usage can be switched to:

{{SKWindow
| width = 50%
| title = {{PAGENAME}}'s alchemy path
| body = {{alchemy paths header}}

Sun, 03/13/2011 - 11:41
#6
Saphykun's picture
Saphykun
Centering the contents of the

Centering the contents of the cell is an automatic thumbs up! I've been wondering how to do that. Also, it's great that unused cells become invisible! It should reduce confusion about the alchemy paths.
I saw the new header specifically for the Alchemy Path - what I was thinking of was just making a generic SKWindow/small template, so that we would be able to implement that with the Gate Construction table as well (the long table makes me cringe!).

Sun, 03/13/2011 - 12:21
#7
Equinox's picture
Equinox
Game Master
For gate construction, I have

For gate construction, I have an idea for a 5x5 sort of table with the icons filled in with the intersection of the mineral pairs. I'll look into it later.

Tue, 03/15/2011 - 15:31
#8
Equinox's picture
Equinox
Game Master
You can stop adding all the

You can stop adding all the br's (won't let me have the < in there on the forum). I've removed the align="left" from the template that was causing that need.

Tue, 03/15/2011 - 15:50
#9
Saphykun's picture
Saphykun
Oh, so that's the culprit. I

Oh, so that's the culprit. I guess I'll leave the already implemented templates alone if it doesn't change anything ^^
I'm going to try to learn the (if) code you added into the template - the possibility of highlighting the currently viewed equipment! It could be realized! *dramatic maniac laugh*

Tue, 03/15/2011 - 16:02
#10
Equinox's picture
Equinox
Game Master
Highlighting the currently

Highlighting the currently viewed one would be more complicated than the current code because it involves looking at more than one variable. I'm not sure if you can nest #IF stuff. If you can, then a highlight1 (2, 3, etc) variable would go in and if it was defined you'd use the highlight color and if it wasn't then you'd go through the other if template. Let me know if you want me to try this, otherwise you can experiment.

Sun, 03/20/2011 - 13:24
#11
Equinox's picture
Equinox
Game Master
This one is a bit out of

This one is a bit out of whack for the last column. I'll see if I can look into it, but if anyone has time before then to stare at it, feel free to do so! Also, post in this thread if you spot other pages that are a bit loopy like that.

http://wiki.spiralknights.com/Big_Angry_Bomb#Alchemy_Path

Sun, 03/20/2011 - 15:25
#12
Alfwyn
Legacy Username
Evil whitespace

Looks better now.

The problem here was that the last tablescells ended with an extra paragrap break. Everytime the wiki sees two newlines in sequence it will take it as a paragraph break. The evil things is, that one newline in a template is invisible in the result, but as soon as two accumulate through sub-templates a p-html-tag is added.

Sun, 03/20/2011 - 15:26
#13
Equinox's picture
Equinox
Game Master
Hooray! Thanks for fixing

Hooray! Thanks for fixing that!

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