Template talk:Cardpage

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This matches the explanation I hope to write soon for [[Cards#Parts of a Card|Cards/Parts of a Card]] general knowledge. --[[User:Mightymushroom|mightymushroom]] ([[User talk:Mightymushroom|talk]]) 14:21, 29 October 2012 (PDT)
 
This matches the explanation I hope to write soon for [[Cards#Parts of a Card|Cards/Parts of a Card]] general knowledge. --[[User:Mightymushroom|mightymushroom]] ([[User talk:Mightymushroom|talk]]) 14:21, 29 October 2012 (PDT)
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erm, I'm getting confused :P Let's see:
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# <span style="color:red"> No issue for me to make a new column and label it Card Info and have it rowspan to cover name, tier, class and subclass (is the official label 'subclass' from Blue Manchu ? They might call it something else, subclass sounds weird imo...).</span>
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# <span style="color:red">Again, no issue to make a new column and label it Instructions and have it span the rest of the cards (excluding flavor text).</span>
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# <span style="color:red">No issue for On Play to substitute for effect. I haven't seen any cards with more than 1 on play effect but  I suspect this could be an intentional design for future expansion. Can Jon/devs confirm ?</span>
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# <span style="color:red">Reaction1: the first reaction. I cannot concur as the nomenclature indicates reaction chains. For eg: crushing gauntlets contain 2 reactions. Which is the first reaction ? Also there are reactions that have durations. I can't recall the exact card tho...</span>
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# <span style="color:red">Attach: = what the card does as an attachment. This conflicts with On Play. Check out Martyr Blessing from http://www.cardhunter.com/2012/05/lazy-card-hunter/. Unless you mean to have on_play empty and attach filled ?...that would confuse readers. hmm...</span>
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# <span style="color:red">It might be better if you highlight which are the unnecessary lines that the template throws up and I can make those dynamic as well. As it is, we really need to get into beta to be able to improve it. card effects are straightforward, its the reactions engine that can foul stuff up and make the template really ugly. :(</span>
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-PL

Revision as of 19:55, 29 October 2012

You're right, I see how those parsers are working. I do have thoughts:

  1. Consider info on the left and graphic on the right. Not sure if it's all that desirable. It's just that most text on the wiki defaults to left alignment and the eye kind of jumps over there to start reading.
  2. Rename "tier" and "type" to make it more clear to the user that color values are expected. May I suggest titlebar="color" and cardcolor#="color"
  3. Possibly Add some cell borders, not everywhere, but enclosing logical groups, for instance 1st effect, 1st duration, 1st chance are all info on the same thing.
  4. Possibly make the card name bigger and bolder. It's important!
  5. There's nowhere for a list of items that give this card. That's something we'll likely want on the Card page eventually even if we can't complete it when first making a page. Probably most such lists will be too long for the table.


--mightymushroom (talk) 13:02, 22 October 2012 (PDT)

  1. Done !!!
  2. Done !!!
  3. Tested borders, yucky ! Changed to segregation via cell background. See below, hope it helps.
  4. Done !!!
  5. This requires cross referencing which requires tables/databases. Reason why I asked Farbs, and he committed to templates. :( I hope this is not OUR job. Because in order to do cross referencing, he'll have to give me one :P

-PL


I propose rearranging the template to better reflect relationships between pieces of info (and avoid some unnecessary repeating lines):

  1. "Card Info" section comprises all information about the card as a card: Name, Tier, Class (Color), Sub-Class (Melee, Magic, Crushing, Holy, etc.)
  2. "Instructions" comprises the text box(es) at the bottom:
    1. On Play: = what the card does when you play it. Logically, there's no more than one instant box per card (you'd have conflicting instructions). Merge the "Damage" category into this line. Background color.
      1. Range - only OnPlay needs a range, reactions and attachments happen at the character's location.
      2. OnPlay_Chance
      3. (??) OnPlay_Return - I doubt any cards do this, but I'm not 100% sure
    2. Reaction1: = the first reaction. (Ideally a reaction in the first box, though I won't get fussy over it.) New background.
      1. Reaction1_Chance
      2. Reaction1_Return
    3. Reaction2: = second reaction. New background
      1. Reaction2_Chance
      2. Reaction2_Return
    4. Attach: = what the card does as an attachment. Logically, not more than one (conflicting instructions again). New background.
      1. Duration - as far as I know, only attachments have more than instant duration.
      2. Attach_Return - though I don't know whether any attachments actually do this


This matches the explanation I hope to write soon for Cards/Parts of a Card general knowledge. --mightymushroom (talk) 14:21, 29 October 2012 (PDT)

erm, I'm getting confused :P Let's see:

  1. No issue for me to make a new column and label it Card Info and have it rowspan to cover name, tier, class and subclass (is the official label 'subclass' from Blue Manchu ? They might call it something else, subclass sounds weird imo...).
  2. Again, no issue to make a new column and label it Instructions and have it span the rest of the cards (excluding flavor text).
  3. No issue for On Play to substitute for effect. I haven't seen any cards with more than 1 on play effect but I suspect this could be an intentional design for future expansion. Can Jon/devs confirm ?
  4. Reaction1: the first reaction. I cannot concur as the nomenclature indicates reaction chains. For eg: crushing gauntlets contain 2 reactions. Which is the first reaction ? Also there are reactions that have durations. I can't recall the exact card tho...
  5. Attach: = what the card does as an attachment. This conflicts with On Play. Check out Martyr Blessing from http://www.cardhunter.com/2012/05/lazy-card-hunter/. Unless you mean to have on_play empty and attach filled ?...that would confuse readers. hmm...
  6. It might be better if you highlight which are the unnecessary lines that the template throws up and I can make those dynamic as well. As it is, we really need to get into beta to be able to improve it. card effects are straightforward, its the reactions engine that can foul stuff up and make the template really ugly. :(

-PL

      
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