GuildWiki talk:Suggestions/Mouseover on skill icons

That would be a great feature, the one thing standing in the way is implementation. If someone can code it, preferably wiki-side (I don't think Wikia gives us too much option for server-side changes)... and assuming it doesn't take a ton of work to put into place... I would love to see skill icons with popup descriptions. We already have short descriptions packed into the skill templates, so getting a source for the popups would be simple; they could be designed just like the skill quick-references we have.

It would take some Javascripting, if I'm not mistaken... if it wasn't such a complicated system, I'd work on it myself. CSS and minor HTML is my only coding strength at the moment. -- Jïörüjï Ðērākō.> .cнаt^  07:27, 30 July 2008 (UTC)
 * Would it be possible to add attributes too, like if a monster has 15 in an attribute the skill would show what it does at rank 15? --Macros 07:32, 30 July 2008 (UTC)

We could just grab the Javascript off pvxwiki, but we really ought to adapt it to our skill storage. The biggest hindrance is that we can't put JS on the page directly; what we can do is place the data to be displayed into an attribute of the div that has the skill icon and the javascript just reads that and displays it. Doing it like this would allow us to add popup info to just about anything - but it'd have to be coded with care so that site security can't be compromised. --◄mendel► 08:07, 30 July 2008 (UTC)

To me it seems more trouble than it's worth, especially when it comes to monster exclusive skills and discovering attributes for monsters. I doubt anyone will want to stand in Old Ascalon with a pen and paper for a couple hours and write down each skill and effective numbers just so they can put it up on a wiki for someone ELSE to code it in later. It's too convoluted. Plus, it'll get rougher when you get into areas where the monsters pose an actual threat, and you have to juggle staying alive, baiting certain skills and writing (or typing) it down.. &mdash; Powersurge360 Violencia  08:11, 30 July 2008 (UTC)


 * On PvX you can just place the icon with the mouseover info, or you can place the icon, with mouseover info for a specific attribute rank. Dunno how GWGuru works, but I think it's the same. So, no need to go everywhere to find out attribute ranks, then. Also, what about Montser exclusive skills? I don't see anything hard about it, really... --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  01:30, 31 July 2008 (UTC)


 * Monster skills don't usually scale in any way, so yeah, there's no problem with them. As for normal profession skills, if an attribute rank is given, then it can calculate the numbers for that attribute rank, otherwise it should just display the standard 0-12 range.  Like Viper said, there really isn't anything hard at all about this, especially since gwBBCode is open source (not sure of the exact license, but it's used on various forums so it probably has very few restrictions).  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] 02:20, 31 July 2008 (UTC)


 * The point I was attempting to make is that most monster attributes are not given, at least as far as I know, and it just seems like a tedious and semi stressful job to try and figure it out for all the monsters. The way you talk, I'm sure there's something I'm missing. &mdash; Powersurge360 Violencia  04:03, 31 July 2008 (UTC)


 * Basically what I'm saying is we don't need to do all that research on monster attributes - we just let the popup display the 0-12 numbers. If we do know an attribute level for a monster, then that's just gravy.  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] 04:10, 31 July 2008 (UTC)
 * Then it would just be pointlessly inconsistent. Use 0-12 all of the tbh. --Shadowcrest 05:03, 31 July 2008 (UTC)
 * Yeah. Just leave it at 0-12. We don't have to put in any information, we just download the gwbbcode from gwshack.us and put it in. They do the updates themselves. It's pretty convenient. - Auron 08:44, 31 July 2008 (UTC)
 * Don't you think it would be better to do like 0-16 so you could cover people using runes and bonuses? ◰◱ KY ◲◳ 02:12, 3 August 2008 (UTC)
 * 0...16 isn't used by anyone really, we use 0...12 because that's what it says what it unlocks, and the math for determining the numbers on skills uses 0...15, along with the update notes --Gimmethegepgun 16:58, 4 August 2008 (UTC)

(Reset indent) I'd love to see this to get implemented. -- - talk 11:45, 4 August 2008 (UTC)
 * I would implement this if someone provided the instructions for it. Do we want it for things like lists of related skills, skill bars, skills used for monsters, etc ? &mdash;♥ Jedi ♥ Rogue ♥ 17:35, 4 August 2008 (UTC)


 * Related: Maybe
 * Skill bars: Mini and normal skill bar: Yes please
 * Skills used by monsters: Imo, yes. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  17:41, 4 August 2008 (UTC)
 * So the templates affected should be: Template:Skill icon, Template:skill bar, and Template:mini skill bar&mdash;♥ Jedi ♥ Rogue ♥ 18:19, 4 August 2008 (UTC)


 * And Scalable skill bar. Btw, PvX uses the gwshack stuff, but they have months old skills. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  15:23, 5 August 2008 (UTC)


 * If we implement this, I would really like to keep the data source right here on the wiki, so we can be in control of updates and whatnot. All the info's already contained within our articles anyway. --[[image:GEO-logo.png]] Jïörüjï Ðērākō.> .cнаt^  14:02, 6 August 2008 (UTC)


 * I'm pretty sure that's possible - mendel already knows how to extract values from the skill templates, so we'd just have to plug that into the JS that displays the pop-up box. Thus the skill pop-ups will automatically pull in any changes to the skill templates.  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] 15:43, 6 August 2008 (UTC)