Module talk:Item

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Testing Changes

Is there a way to test changes to the module before applying them? I'd rather not edit the lua and break half the wiki.

In particular I wanted to add divination cards to the item module since they're missing currently and it makes sense to add them with their own display style as well, since they're strictly following a template. I.e. see this: http://omegak2.net/poe/2DItems_Divination_Images_1.dds

Could be replicated to just look like ingame. --OmegaK2 (talk) 10:50, 16 June 2015 (UTC)

You can use the sandbox module for testing. However, I was actually planning on implementing the divination cards myself. The only thing stopping me was that I didn't have beta access and therefore I wasn't able to extract the graphics. So thanks for that! —Vini (t|c) 11:37, 16 June 2015 (UTC)
Ah, okay if you go ahead and add it anyway, that will work. I have basic layout test here: User:OmegaK2/card_test --OmegaK2 (talk) 12:48, 16 June 2015 (UTC)
It might make sense to make the generic inline icon for the cards the inventory icon: . --OmegaK2 (talk) 14:41, 17 June 2015 (UTC)


Jewel radius and limit

I'm not familiar enough with the scripting language to modify this module, but a slight modification needs to be made to accommodate a jewel that has both a radius and a limit. Currently they display on the same line. This only affects Spire of Stone. TheMipchunk (talk) 07:26, 9 July 2015 (UTC)

# of variations for hideout decorations

Hideout decorations have a number of variations. Blue text. A horizontal line above and below. Atm it is possible to use RandomMods for that but it would be very nice to be able to write:

  • "Variations = 1" instead of "RandomMods = 1 Variation"
  • "Variations = 5" instead of "RandomMods = 5 Variations"
  • ...

I'd edit that myself but so far i don't understand the code enough to do that. And i really don't want to destroy the most important Module of the wiki. Not sure if that helps, but i think it would be good to make a new 'Type' for decorations. Since not all decorations are 'Microtrans'. I have created the page Falling Leaves Decoration to test the module. There you can also see, that there is an empty line above StackSize, imo because it doesn't have a Subtype, so that also needs to be fixed. Please send me a short message when it's done. Ty. --Lord joshi (talk)

On a side note, I can write up an item exporter for the decorations... should not be too complicated really which would save you a lot of trouble adding around 400 pages for decorations manually. --OmegaK2 (talk) 00:36, 26 August 2015 (UTC)
That would be very nice! I was thinking mainly about the microtransaction decorations. Didn't really plan to do all of them. But if you can do that, please do it and i'll just edit the decorations from the shop, if something is missing there. Oh, and i hope you are aware of the fact, that the name of the 2D art is mostly not the same as the name of the decoration ingame. --Lord joshi (talk)
I've added a decoration type to the item module. I've also moved your page to Falling Leaves (use _(Decoration) only when there is another page with the same name already). I haven't started work on exporting decorations yet, but it's certainly on the list of things to do. --OmegaK2 (talk) 22:51, 27 August 2015 (UTC)
Nice work. —Vini (t|c) 00:34, 28 August 2015 (UTC)
I was already thinking about using 'Decortation' or not. But i decided to keep the name from the shop, like it has been done already with pets, where all microtransactions are named '... Pet'. For sure it isn't necessary for the wiki to keep the 'Decoration' in the name, but i thought it would be best to use exactly the names from the shop and create a redirect from the name without the 'Decoration'. Oppinions? --Lord joshi (talk)
For the decorections you probably should use the the name the game (!= shop) uses. We do it all else where in the wiki, I think otherwise it would be confusing. If the shop has a different one, create a redirect to the item so it has both names in case someone searches for the other one.
I can give you a list of names of shop items and a list of microtransactions names, but unfortunatly I haven't found out how to connect that data and I don't think there is away (other then checking the list of names against each other). --OmegaK2 (t|c) 02:34, 29 August 2015 (UTC)
Have you started already with the exporter for the decorations? I have done the microtransaction decorations today manually, but i don't really want to do all master decorations. --Lord joshi (talk) 16:37, 14 September 2015 (UTC)

Numerical ranges

Too many people seem to find the current range formatting confusing, i've made a thread/poll on reddit to see some stats on it. https://www.reddit.com/r/pathofexile/comments/3kxl9m/wiki_what_formatting_do_you_prefer_for_variable/ --Eleziel (talk) 14 September 2015

The current range formatting scheme was designed to be consistent with the way ranges are displayed in game, however it was also created long before master crafting was introduced to the game. In master crafting options, GGG decided to format damage ranges quite a bit differently than how they are used in their normal context. You see, normally a damage range consists of two numbers separated by a dash: The number to the left of the dash indicates the minimum damage roll, and the number to the right of the dash indicates the maximum damage roll. The way GGG does master crafting options uses an entirely different convention: Two numbers separated by a dash, the word "to", then another two numbers separated by a dash. In this context, the dash does not indicate a damage range as it does in every other place in the game. Instead, the dash indicates a random variation range; that is, the number to the left of the dash is the lowest possible variation for the minimum (or maximum) damage roll, and the number to the right of the dash is the highest possible variation for the minimum (or maximum) damage roll. In order to be consistent with how GGG formats master crafting options, the ranges would have to look like this: 305-320 to 411-431. It is my opinion that the formatting scheme used on the wiki is altogether more consistent, and it is the formatting used in GGG's master crafting options that is not consistent. —Vini (t|c) 23:15, 14 September 2015 (UTC)
It looks like right is taking the lead, but even in the comments it sounds like some are a little confused about which is which. I think the problem is "-" is basically an abbreviation for "to" so both of those methods make equal "grammatical" sense. Whichever one we choose will potentially be misinterpreted. I almost feel we'd be better with something on two lines like:
Min roll: 1-10
Max roll: 3-14
But that would make items with damage ranges look too different to ones without. I know it would alter their appearance further from the in-game mouseover, but would there be benefit in changing the infobox appearance to put the random properties section in a table and have columns for min/max values (attributes with set values would be centered in a spanning column), so players can easily compare their unique item to max roll at a glance? --Qetuth-(talk) 02:05, 15 September 2015 (UTC)
Personally I'd prefer to leave it how it is currently, since implementing a change means updating a shit-ton of pages, not to mention rewriting the code that parses formatted ranges to calculate the average. But if people really want to change it, I'm in no position to stop them. —Vini (t|c) 03:54, 15 September 2015 (UTC)
It seems the best solution would be
1 to 3 - 5 to 9
I can't say anything about the code, but given that only uniques have the ranges, it wouldn't be to hard to update all of them since you can do a list at a time (ea one handed swords, two handed swords, one handed maces etc.
Are we going to change?--Eleziel (talk) 17 September 2015

──────────────────────────────────────────────────────────────────────────────────────────────────── Before changing over, we must make sure that we're all in agreement on the new formatting. The only thing that has been established so far is that a change might be in order. —Vini (t|c) 04:18, 18 September 2015 (UTC)

It seems it would make most sense to it as above, except using parenthesises accordingly:
(1 to 3) - (5 to 9)
This is consistent with how we reflect ranges in general already. --OmegaK2 (t|c) 16:11, 18 September 2015 (UTC)
I'm fine with that. —Vini (t|c) 16:55, 19 September 2015 (UTC)
Seconded --Eleziel (talk) 19 September 2015
Who has the final word? --Eleziel (talk) 24 September 2015
Since nobody seems to oppose the change, you can go ahead and edit the module. Otherwise you have to wait for someone else to do it. I'm currently busy with rewriting the entire module basically for the Path_of_Exile_Wiki:Semantic_Mediawiki_rework --OmegaK2 (t|c) 20:50, 24 September 2015 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── I have a hard time reading the code so i'll leave that to someone who knows how it works. i can however get started on some pages. --Eleziel (talk) 25 September 2015

microtrans categories

Just want to check I'm understanding the code right before I edit. To sort microtrans into categories by their subtype, I would replace the line

['Microtrans'] = 'Microtransaction features',

in the views section with code more like:

['Microtrans'] = {
 ['Weapon Effect'] = 'Weapon effects'
 ['Pet'] = 'Pets'
 ['Skill Effect'] = 'Skill effects'
 etc etc
 ['_default'] = 'Microtransaction features'
},

Is this right? It looks the same way maps etc are done, to me, but I haven't ever used Lua before. Does the _default switch pick up everything not covered above it, or only things without a subtype at all? --Qetuth-(talk) 03:51, 14 October 2015 (UTC)

Map changes

For maps, the wiki is still showing the old levels instead of the tier system. Could someone add a MapTier parameter? Or just replace the map level by the tier? We also need Increased Item Rarity and Increased Item Quantity parameters for the unique maps itemboxes.

I have also noticed that the map icons (normal ones, not uniques) within their itemboxes are too large and therefore blurry. Could it be that for some reason they are considered 2x2 items instead of 1x1?

I'd do these things myself but I have no idea what I'm looking at when I edit the module :/ --Climmels aka SirProblematique (talk) 00:05, 2 January 2016 (UTC)

I'll add that MapTier = MapLevel - 67 so only MapTier or MapLevel need to be defined to get the other.--Illviljan (talk) 00:26, 2 January 2016 (UTC)

Some small bugs

There is a flag for flasks but it is only used when adding table header (if flags.flask then ...) and not when adding table rows. As a result you can't add flasks at the same table with other items. Flag should be for both td's and th's. Same goes for jewels by the way. I could've fix it myself but kinda afraid to break something — Freeeeez aka TheFrz – 00:26, 7 January 2016 (UTC)

I'd like to see this fixed, but I don't have time to investigate the problem at the moment. Send me a reminder in a week if it's not sorted out before then. —Vini (t|c) 03:56, 8 January 2016 (UTC)
I've been thinking about this, and I'm not convinced that there actually is a bug. You said you wanted to display flasks in the same table as other items. Do you mean you want to display flasks with other types of items, such as weapons and armour? If so, you're going to have to elaborate on exactly what it is you're trying to accomplish. Normally you would not do that, and the table template is not designed nor intended to be used that way. —Vini (t|c) 08:57, 8 January 2016 (UTC)


Look, displaying flasks with other types of items is not a goal here. But eventually it will be achieved by fixing the following bug.

What happens if we pass a single flag "mods":

  • weapons, armour, jewelry
{{item table|format=mods
|Dreadarc
|Bramblejack
|The Anvil
}}
  • jewels:
{{item table|format=mods
|Anatomical Knowledge
}}
  • flasks:
{{item table|format=mods
|Blood of the Karui
}}

As you may see, there are cells but no headers for them. The issue is these headers require flask and jewel flags in case to be created:

{{item table|format=jewel mods
|Anatomical Knowledge
}}
{{item table|format=flask mods
|Blood of the Karui
}}

Still missing a Time header for flasks. It can be added with life flag which also adds a life column:

{{item table|format=flask life mods
|Blood of the Karui
}}

Same for mana flasks and mana flag:

{{item table|format=flask mods
|Doedre's Elixir
}}
{{item table|format=flask mana mods
|Doedre's Elixir
}}

Same for utility flasks and effect flag:

{{item table|format=flask mods
|Coruscating Elixir
}}
{{item table|format=flask effect mods
|Coruscating Elixir
}}

The solution is to add a check for these flags like if flags.flask then .... — Freeeeez aka TheFrz – 14:35, 8 January 2016 (UTC)

Looks like we managed to solve the problem without breaking anything. —Vini (t|c) 21:51, 8 January 2016 (UTC)
For anybody wondering how it looked like before the fix here is a screenshot: http://i.imgur.com/Wn37m7q.png. There is still the same problem for other items:
{{item table|format= mods
|Hall of Grandmasters
}}
{{item table|format= mods
|Exalted Orb
}}
{{item table|format= mods
|Loyalty
}}
And I guess some more. I can fix it. — Freeeeez aka TheFrz – 22:15, 8 January 2016 (UTC)

Prophecy Text Field

Prophecies need a new field for their white description text, in between flavour and help texts.

--Connor (Talk | contribs) 16:11, 22 May 2016 (UTC)

Bug: Missing linebreak after implicit mod

The unique item lists (here) are missing a linebreak between the implicit and the explicit mods. --aRTyficial (talk) 14:24, 29 May 2016 (UTC)