GuildWiki talk:Sandbox/Skill box

Differences from the live template:
 * Uses PF
 * Some of the whitespace, or lack thereof, in the PF use is important (so removing certain newlines will break the table, adding some may result in stray whitespace in the skill article (though the original template had the latter issue, too))
 * If no attribute is specified or an attribute of "no attribute" is specified, display no attribute in the box
 * If no profession is specified, display no profession in the box
 * If any value for elite is specified, the skill will be tagged as elite (thinking of nixing this)
 * Changed category "Skill (Skill type)" to "Skill (skill type)"
 * Changed the type link to check for echo and remove the "(skill type)" from the displayed text if so
 * Added an if to handle category "echoes"
 * Moved the autocategorization to the very top
 * Automatically generates a progression table, added parameters progression_X_effect, progression_X_0, and progression_X_15 (see linked skills below)
 * Removed statX/valX parameters, added upkeep, sacrifice, adrenaline, energy, activation and recharge parameters

I don't particularly intend to have this replace the live template as I'm just messing around and seeing what I can do with PF. Some of the changes are big and would need a consensus before getting pushed live anyway. --Fyren 09:09, 25 August 2006 (CDT)
 * There's Sandbox/Blood is Power, Sandbox/Arcane Larceny, Sandbox/Symbiosis, Sandbox/Auspicious Parry and Sandbox/Resurrection Signet using this template. If StringFunctions is installed, then we could actually hook together the ranges in the descriptions to the progression_X_Y parameters, but I don't think it's worth it.  The arcane larceny example uses a template to generate the range from the 0 and 15 values which are needed for the progression anyway.  --Fyren 13:02, 25 August 2006 (CDT)


 * Ahh, parserfunctions is in? neat.  I'd advocate keeping progression separate, though I need to think more about why I advocate that.  I alsop prefer the flexibility of the stat# system. - 17:51, 25 August 2006 (CDT)


 * Well, we'll definitely want some way of automatically generating the progressions. This template is simply handing off data to Sandbox/Progression, so if we want that could be used wherever.  I like putting it in the skill data template because it's skill data.  If ANet changes a skill, everything is in the template, so there's no need to update the template and progression separately.  Of course this way, the progression ends up somewhere near the top of the page (which I actually prefer, but it can be moved if we think it's not worth it).  For the stats, it's slightly harder to create a new stat type this way (not that there have ever been any new stats), but I'd much rather say "energy = 5" than "stat1 = energy | val1 = 5."  --Fyren 22:49, 25 August 2006 (CDT)