elanthipedia:Town Green (technical)

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Bug? Table cell data not shown, but is available for calculation

Manipulation
Manipulatable Yes
Tier 1
Initial Cost 6
Maintenance Cost 2
Tier 2
Initial Cost 9
Maintenance Cost 3
Tier 3
Initial Cost 12
Maintenance Cost 4
Tier 4
Initial Cost 15
Maintenance Cost 5
Tier 5
Initial Cost 18
Maintenance Cost 6
{{#if: {{{InitCost2|}}} | 
{{!}}-
! Tier 2
{{!}}- bgcolor="#FFFFFF"
{{!}} Initial Cost
{{!}} {{#switch: {{lc:{{{Manipulated}}} }} {{!}} unknown=N/A {{!}} no={{#ifeq: {{{InitCost2}}} {{!}} {{!}} N/A {{!}} {{{InitCost2}}} }} {{!}} yes={{#ifeq: {{{InitCost2}}}  {{!}} {{!}} N/A {{!}} {{{InitCost2}}} }} {{!}} N/A }}
{{!}}- bgcolor="#FFFFFF"
{{!}} Maint Cost
{{!}} {{#ifeq: {{{InitCost2}}} | | N/A | {{#switch: {{lc:{{{Manipulated}}} }} | unknown=N/A | yes={{#expr:({{{InitCost2}}}/3-0.5round0)}} | no=N/A | N/A}} }}
}}

Sorry about the code block, but I'm not seeing why this should be happening. Everything else is working properly, and aside from replacing the real pipes with the template versions nothing's changed from any of the affected lines. --Symphaena 16:18, 21 June 2007 (CDT)

Hmm I don't know. Going to let someone more skilled in advanced templates field this question. Sorry! Oh and remember to sign your posts!--Naeya (talk) 12:00, 21 June 2007 (CDT)
Hmm, I don't have the time to play with that, but perhaps try to do the {{!}} stuff only for when it is not meant to be used as part of the "currently parsing" template. Such as in cases when you need to pass the | to the real wiki parser (such as for the table). --Callek 00:49, 22 June 2007 (CDT)
Alternatively you could map out exactly how your stuff is expanding, and where, and be sure you haven't made a nesting-level typo somewhere. --Callek 00:49, 22 June 2007 (CDT)

Yay! Problem solved. Turns out that only the table required the special template. The nested parser functions used to dictate the inclusion and content needed the real thing as they were contained in a parsing parser function. Such annoying details (also, edited down the code to show only the relevent details). --Symphaena 22:18, 23 June 2007 (CDT)

Glad you solved it!--Naeya (talk) 22:56, 23 June 2007 (CDT)
Glad I could help track down the issue, syntax issues can be a "pain" but we shall live with them overall ;-) --Callek 11:12, 24 June 2007 (CDT)

Adding Articles to Categories

I'm sure it is extremely obvious somewhere, but I don't see how to add articles to a category. Specifically I am trying to add the article "Kraelyst" to the category "Player Characters."

--Kraelyst 08:51, 16 October 2007 (CDT)

Nevermind, I figured it out. You have to add the tag to the article to make it show up in the category: [[Category:Player Characters]]

--Kraelyst 15:03, 16 October 2007 (CDT)

Corporeal Critters

On the Atik'et page I inserted the Critter-At-A-Glance template. Everything looked fine until I put in "Yes" for corporeal, then it started sticking some unformatted category reference at the top of the page. See directly below.

{{Critter at a Glance | 
      Critter Name    = [Golden-|Red-Gold] Scaled Atik'et|
      Image File      = |
      Skinnable       = No|
      Has Coins       = Yes|
      Has Gems        = Yes| 
      Has Boxes       = Yes|
      Evil            = |
      Corporeal       = Yes|
      BackStabbable   = Yes|
      Casts Spells    = Yes|
      Attack Range    = Melee| 
      Stealthy        = No|
      Special         = No|
      MapList         = [[RanikMap14a|Gate of Souls, Map 14a]]|
}}

--Kraelyst 17:03, 17 October 2007 (CDT)

OK after scanning the template code for a bit, I figured it out. You need to define both the Evil and the Corporeal fields at the same time, or neither. If you only define one of them then the code breaks.
It's a pretty weird system being used in the critter template to set all those variables; I think it would be a lot more efficient and easier to debug if it used #ifeq or #switch. --Farman 15:16, 20 October 2007 (CDT)
I have <pre>'d the example template data here, since it put this article into the critter categories. --Farman 15:18, 20 October 2007 (CDT)

Thanks, Farman! I know this next question isn't technical, but can you tell me how a Thief can determine whether a creature is evil or not? --Kraelyst 18:01, 20 October 2007 (CDT)

Ask a cleric? ;)
It seems the intent of the categories is to have corporeal be a sub-quality of evil, so I think the way to handle this is to rewrite the template so it won't evaluate the corporeal field if the evil field is undefined. I'll see if I can squeeze that in in the next few days. The template has a few other problems besides, methinks. --Farman 13:51, 21 October 2007 (CDT)