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

Difference between revisions of "Template talk:Pricing info test"

From The re-PSUPedia
Jump to: navigation, search
(Syntax Error)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 +
== Syntax Error ==
 +
Programming is difficult enough; programming mixed with wiki markup hurts my head, eyes, and several other organs; so I'll just point this out and leave it to the experts to fix.
 +
*If you leave the both the sell and buy prices blank, both will display "N/A". The sell price should never be N/A, for obvious reasons.
 +
*Marking the buy price as "N/A" and leaving the sell price blank gives an error, apparently since the equation is trying to multiply a letter and a number. It should display "?" or something similar instead.
 +
The easy fix is to manually enter in something for both buy and sell when the values are unknown, but this seemed worth pointing out anyway. If I get a chance later I can try to self educate myself on this madness. - [[User:Sekani|Sekani]] 12:35, 1 May 2008 (CDT)
 +
* Alright, I took care of the sell price thing, so now it displays ''unknown'' by default instead of ''N/A''.  For the buy price, I could always do a switch where if you insert something like ''NFS'' for ''not for sale'' or just ''N/A'', it would get rid of the equation and allow for manual insertion of the sell price.  I think I can do that, at least.  I may mess around with that later. - [[User:EspioKaos|EspioKaos]] 13:33, 1 May 2008 (CDT)
 +
 
== Rounding down ==
 
== Rounding down ==
 
Last week I messed around with a rounding function that I could add to the equations used in this pricing template.  This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price.  Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up.  This makes sense normally, but in the game's case, decimals are always rounded down.  (The sell price for a 350 Meseta board is 17, not 18 Meseta.)  So, does anyone know if there's a way to alter the rounding function to make it round down?  If not, it's no big deal.  You can manually override the sell price, so it's still possible to have the template display the correct value. - [[User:EspioKaos|EspioKaos]] 11:28, 1 May 2008 (CDT)
 
Last week I messed around with a rounding function that I could add to the equations used in this pricing template.  This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price.  Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up.  This makes sense normally, but in the game's case, decimals are always rounded down.  (The sell price for a 350 Meseta board is 17, not 18 Meseta.)  So, does anyone know if there's a way to alter the rounding function to make it round down?  If not, it's no big deal.  You can manually override the sell price, so it's still possible to have the template display the correct value. - [[User:EspioKaos|EspioKaos]] 11:28, 1 May 2008 (CDT)

Latest revision as of 18:33, 1 May 2008

Syntax Error

Programming is difficult enough; programming mixed with wiki markup hurts my head, eyes, and several other organs; so I'll just point this out and leave it to the experts to fix.

  • If you leave the both the sell and buy prices blank, both will display "N/A". The sell price should never be N/A, for obvious reasons.
  • Marking the buy price as "N/A" and leaving the sell price blank gives an error, apparently since the equation is trying to multiply a letter and a number. It should display "?" or something similar instead.

The easy fix is to manually enter in something for both buy and sell when the values are unknown, but this seemed worth pointing out anyway. If I get a chance later I can try to self educate myself on this madness. - Sekani 12:35, 1 May 2008 (CDT)

  • Alright, I took care of the sell price thing, so now it displays unknown by default instead of N/A. For the buy price, I could always do a switch where if you insert something like NFS for not for sale or just N/A, it would get rid of the equation and allow for manual insertion of the sell price. I think I can do that, at least. I may mess around with that later. - EspioKaos 13:33, 1 May 2008 (CDT)

Rounding down

Last week I messed around with a rounding function that I could add to the equations used in this pricing template. This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price. Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up. This makes sense normally, but in the game's case, decimals are always rounded down. (The sell price for a 350 Meseta board is 17, not 18 Meseta.) So, does anyone know if there's a way to alter the rounding function to make it round down? If not, it's no big deal. You can manually override the sell price, so it's still possible to have the template display the correct value. - EspioKaos 11:28, 1 May 2008 (CDT)

Weapon and armor NPC pricing info

Rarity Weapons Armor Weapon boards Armor boards
Buy Sell
(20%)
Kubara
sell
Buy Sell
(20%)
Buy Sell
(5%)
Buy Sell
(5%)
1★ 350 70 35 1000 200 180 9 400 20
2★ 800 160 80 2400 480 350 17 960 48
3★ 2000 400 200 6000 1200 1000 50 2400 120
4★ 8600 1720 860 18000 3600 4300 215 6000 300
5★ 18500 3700 1850 45000 9000 9250 462 15000 750
6★ 35000 7000 3500 95000 19000 23400 1170 31500 1575
7★ 90000 18000 9000 210000 42000 60000 3000 52500 2625
8★ 165000 33000 16500 360000 72000 110000 5500 90000 4500
9★ - 50000 25000 - 104000 165000 8250 130000 6500
10★ - 54000 27000 - 112000 -  ? -  ?

Since it appears you have more free time than me at the moment, perhaps you can somehow work this info into your template(s). All values have been self-checked for accuracy. - Sekani 18:01, 18 April 2008 (CDT)

  • Yeah, it's been pretty slow at work over the past week, so I've had plenty of time to do things like this. XD Thanks for the info. Originally I'd planned on having prices auto-fill based on rarity and manufacturer, but then I ran into so many exceptions to the rules with it (Crea weapons, Kubaras, line shields with unique sell prices, event items, units with variable prices despite being the same rarity, etc.) that I opted to go for the current style that uses an equation to fill in the sell price if a buy price is entered. I'll look into it more later, though. I might be able to incorporate some of the basic info but still keep the option open to fill in your own values to override values that fall outside the norm. - EspioKaos 18:40, 18 April 2008 (CDT)