GuildWiki talk:Sandbox/Skill box

Differences from the live template:
 * Uses PF
 * If no attribute is given, attribute is displayed as "unlinked" (with no wikilink)
 * Assumes no attribute will be given for attributeless skills
 * If no profession is specified, profession is displayed as "common" (with no wikilink)
 * Assumes no profession will be given for professionless skills
 * Changed category "Skill (Skill type)" to "Skill (skill type)"
 * Handle special categories in template, so users will set types as simply "Skill" or "Echo"
 * Moved the autocategorization to the very top
 * Automatically generates a progression table, added parameters progression_X_effect, progression_X_0, and progression_X_15
 * Removed statX/valX parameters, added upkeep, sacrifice, adrenaline, energy, activation and recharge parameters
 * Fixed widths of the skill stats cells as percentages so each stat is approximately in the same quarter of the box in all skills
 * Right aligned the text "campaign/type/profession/etc:"
 * Changed [edit] link to [edit skill details], moved it down to just above the skill box

Examples:
 * Sandbox/Arcane Larceny
 * Sandbox/Blood is Power
 * Sandbox/Resurrection Signet
 * Sandbox/Symbiosis
 * Sandbox/Auspicious Parry
 * Sandbox/Mending Refrain
 * Sandbox/Unyielding Aura
 * Sandbox/Debilitating Shot
 * Sandbox/Wild Strike

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)