Path of Exile Wiki talk:Semantic Mediawiki rework

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Semantic Items

I've started to work on the semantic item templates. This will essentially be a rework of the entire item module, I'll try to reuse the display code when possible.

I'll be focusing on doing the skill portion first which seems overall the least trouble some. I'll be modeling some things closer to the game files then before, i.e. I'll be using the keywords and classes as they are found in the game files and will ditch the existing naming of a lot of things (i.e. meaning it would break the backwards support).

There are some other thoughts in general I'm unsure about, comment on the subsections please.

--OmegaK2 (t|c) 00:31, 18 September 2015 (UTC)

listing explicit mods vs references to mods

We could have a single mod page where we could just dump all the mods the game has and the associated values of the states. That makes updating values with a script relatively easy, as it's just one page if numeric values (most common) change - and it can also be referenced rather easily (alternatively, there could be one page per mod - but that's about 4500 pages with little information - not very useful IMHO). There is a big problem though, there is no direct reference to unique items (not as far as I can tell, if anyone finds it let me know) which means people would be required to manually set the mod values on each of the unique items.

Downside is

  • will require work to go though the unique items and update them with the appropriate mods
  • updating values on an item will no longer be direct, people will have to update the mods or base items accordingly

Generally the benefit is:

  • we can search for the base item and calculate damage, crit, armor, etc all automatically without requiring people to do it manually
  • base item changes will automatically appear on ALL unique items affected
  • should allow a bit more powerful semantic search syntax, i.e. search by mod type and so on.
  • can auto categorize the pages potentially - i.e. auto-add "unique item with damage modifier" or something if there is a damage mod on the item

How mods need to be done

  • one page per mod (all mods on one page or large portions will hit wikipedia limitations)

--OmegaK2 (t|c) 00:31, 18 September 2015 (UTC)

I've attempted to put all the mods on one page and unfortunately this is not possible due to limitations of wikipedia. Such a page would be several MB in size and absolutely can't run any parser function.
So what's left is either somehow getting the data in there externally (not sure if good idea), or creating one page per mod (works best).
Downside is that the game has A LOT of mods and updating them individually on would-be 5203 pages, which even for a bot may take time.
As for naming the pages, I think the internal modid would be appropriate (many mods don't have names, such as the mods on unique items) - I don't think it clashes with any other page names. i.e. something like AccuracyPercentUniqueClaw9
The question remains whether this is desirable. From those mod pages it is easily possible to generate the item affix, jewel, corrupted mod pages, master mods and others - however it will require people to go to the respective mod page to do editing if it's out of date. If going for this approach I'll template the entire mod page.
--OmegaK2 (t|c) 21:30, 25 September 2015 (UTC)

renaming of images

This another thing that will require work, but I think it would a good idea to come up with a consistent naming scheme for the items. In some ways it's a bit messed up right now.

Came up with:

  • <NAME OF THE ITEM>_inventory_icon.png for the 2D Art / inventory icon (which would be subsequently used for the inline thumbnails)
  • <NAME OF THE ITEM>_skill_icon.png for the relevant skill icon (for skills)
  • <NAME OF THE ITEM>_ingame.png for ingame screenshots

--OmegaK2 (t|c) 00:31, 18 September 2015 (UTC)