If you are looking for Information about PSU Clementine, Go check their Wiki

Difference between revisions of "Template talk:Drop info"

From The re-PSUPedia
Jump to: navigation, search
(Post-template table unification.)
Line 16: Line 16:
 
** Haha, sorry about that. Seems we both came to the same result too. - [[User:Miraglyth|Miraglyth]] 09:36, 13 April 2008 (CDT)
 
** Haha, sorry about that. Seems we both came to the same result too. - [[User:Miraglyth|Miraglyth]] 09:36, 13 April 2008 (CDT)
 
* There, even have a default for the unreleased items that we've zero drop information about! Nothing like a clusterfuck of edits to create productivity! XD<br/>--[[User:Kietrinia|Kit]] 09:51, 13 April 2008 (CDT)
 
* There, even have a default for the unreleased items that we've zero drop information about! Nothing like a clusterfuck of edits to create productivity! XD<br/>--[[User:Kietrinia|Kit]] 09:51, 13 April 2008 (CDT)
 +
** Ah, nice one. I was thinking about that case when typing up the section below: - [[User:Miraglyth|Miraglyth]] 09:56, 13 April 2008 (CDT)
 +
 +
== Post-template table unification ==
 +
 +
* Alright, with that out the way there's a few issues that I don't believe have been brought up yet:
 +
** Capitalising the start of the template tags - Yay or nay? Personally I would've thought that it'd be simpler to leave it all lower case. I also believe existing templates (see: [[Template:Striking weapon stats|striking weapon stats]]) keep lower case too.
 +
** Use of "Enemy" - might it be an idea to change it to something more neutral like "source"? Otherwise you're using an "Enemy" tag for missions as well, which isn't really an issue but it's funny.
 +
** When the drop is from a mission, is it always assumed to be from a boss box?
 +
* All of the above in this section thusfar: [[User:Miraglyth|Miraglyth]] 09:56, 13 April 2008 (CDT)

Revision as of 14:56, 13 April 2008

Template test

Drop information
Enemy/Mission Level Type
Unknown

OK, so what I'm trying to do is make a drop template that will add new table rows automatically as we need them but will not display them if left blank. I thought that by using the if conditional to encase the code for the next row I'd be able to make it display only if Enemy2 were filled in. I also included the negative area to close the table at this point if Enemy2 were left blank. Didn't work out at all like I thought it would. So, anyone (with more experience with these things) got any suggestions? - EspioKaos 00:20, 13 April 2008 (CDT)

  • I found a page that explains how to do exactly what it seems that you're doing. link Essentially, the "|-" used to start the next table row is being confused as part of the #if. The page suggests making a template that contains just the character "|" and use that to build the table inside the #if statement. Hopefully that makes a little sense. -Propagandist 00:53, 13 April 2008 (CDT)
    • Thanks for the link! I feel like I've made some progress, but visually I seem to be in the same place. XD I'll have to work more on this later. - EspioKaos 01:54, 13 April 2008 (CDT)
  • I've faced exactly the same problem in the past, except where I really wanted a variable amount of rows. I really intended to include a counter in the template that would allow for more possible parameter names (such as Enemy1, Enemy2, etc.), but this did not appear to be possible. So as an alternative, I only templated the rows to be able to replicate them as easy as possible. The article is this; details here. Now my question to you is why you removed it from the article some time ago. Sure, less chaotic list of links to monsters was missing, but your edit only replicated the category equivalent and got rid of some other info, however outdated and tl;dr it might have been. >_< - Tycho 02:33, 13 April 2008 (CDT)
  • If you just want to be able to add Enemy1, Enemy2... through to Enemy10 or so, then have a look at the character profile template, which Tych and myself spent ages working out back in 2k6 so it could do that. You'll probably understand why though - it's enormous. With only enemy, level and type to enter though, I can't imagine it'd be quite so intimidating. - Miraglyth 09:20, 13 April 2008 (CDT)
    • I actually remembered that page and have been trying to adapt it. I might just do a full-on copy+paste of code to see if it'll work.
      --Kit 09:23, 13 April 2008 (CDT)
    • Seems after some stumbling over eachother, we got it! XD
      --Kit 09:35, 13 April 2008 (CDT)
    • Haha, sorry about that. Seems we both came to the same result too. - Miraglyth 09:36, 13 April 2008 (CDT)
  • There, even have a default for the unreleased items that we've zero drop information about! Nothing like a clusterfuck of edits to create productivity! XD
    --Kit 09:51, 13 April 2008 (CDT)
    • Ah, nice one. I was thinking about that case when typing up the section below: - Miraglyth 09:56, 13 April 2008 (CDT)

Post-template table unification

  • Alright, with that out the way there's a few issues that I don't believe have been brought up yet:
    • Capitalising the start of the template tags - Yay or nay? Personally I would've thought that it'd be simpler to leave it all lower case. I also believe existing templates (see: striking weapon stats) keep lower case too.
    • Use of "Enemy" - might it be an idea to change it to something more neutral like "source"? Otherwise you're using an "Enemy" tag for missions as well, which isn't really an issue but it's funny.
    • When the drop is from a mission, is it always assumed to be from a boss box?
  • All of the above in this section thusfar: Miraglyth 09:56, 13 April 2008 (CDT)