Talk:Epic Path: Difference between revisions

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  I agree.  As a matter of fact, would it be possible to not list those at all in the displayed blueprint, and give a link out instead?  heck, it could always be the same link to an aggregation page, for all I care. that info is not terribly useful in front of your face, but providing a link to go look it up quickly would be useful
  I agree.  As a matter of fact, would it be possible to not list those at all in the displayed blueprint, and give a link out instead?  heck, it could always be the same link to an aggregation page, for all I care. that info is not terribly useful in front of your face, but providing a link to go look it up quickly would be useful


(RD) hmm, I actually really like having the list of immunities and weaknesses right in the monster, I just don't want 6 subtypes' worth of immunities and weaknesses listed, ever. It would be longer than the rest of the monster entry.  However, for JUST type/subtype, I think it's useful info to have attached to the monster.  It's not the sort of thing I'm ever likely to memorize, and I hate clicking through to stuff if I don't have to (what if I want to print it out?). 
(RD) However, if you wanted to get together to look things over and see if we could present the information more concisely, I'd be open to that.


* also, cargo is broken as hell, and I'm pretty much thinking we should give up on it.
* also, cargo is broken as hell, and I'm pretty much thinking we should give up on it.
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  uhoh.  dangit! I was getting really excited about the capabilities there. :(
  uhoh.  dangit! I was getting really excited about the capabilities there. :(


:* I haven't completely given up on Cargo yet, but it's really horked right now, so my next steps are:
::* ask Rick to purge all the table data for cargo directly from the database (server-side, not wiki-side).
::* cull as many fields out of the monster template as possible, without compromising any functionality, or forcing us to (immediately) fix any monsters. 
:::* This will be necessary if we ever want Cargo to work, since 450 columns is apparently more than cargo can handle, by a significant margin.
:::* Plus, it makes me happy to cut things down a bit; the template is needlessly bloated.
:* to that end, as I mentioned last night, I want to replace all the "nudge" fields in the special abilities with #expr (math) and variables directly in the text of the description of the special abilities.  This will require some manual reviews of each monster, and once done, I can delete those fields forever!!!
::* This means a modified variable will look something like this: <nowiki>{{#expr:{{#var:To-Hit}}+3}}</nowiki>.
:* however, the damage fields are oddballs, because they're not numbers, but text. Namely, "3d6+2" isn't a number, so you can't alter it with #expr.
::* we could convert them from numbers to dice after the #expr, which would look like this: <nowiki>{{d6-dmg|transcludesection={{#expr:{{#var:Alpha-Dmg}}+4}}}}</nowiki>.  This gives us the power to choose which die-size the damage uses, if we care, and we can use any standard math operand (+, -, *, or /) to manipulate the variable's base value.
::* alternatively, I could change the damage numbers from variables to sub-templates, which you call to insert a damage number.  The only parameter on the template (other than the name of the template itself), would be a numeric nudge value of the number of CR's you wanted to modify the damage value by, and it's completely optional.  Example: <nowiki>{{Template:Ranged-Damage|-2}}</nowiki> would give the ranged damage for a monster 2 CR's lower than the monster you use this template in.  This seems to me to keep things as close to how they currently work as possible.  The die-size would be fixed based on the damage type being called (swifts use d6's, standards use d8s, alphas use d10's, etc.).
::* Do you care which option we use? does one appear easier/more intuitive/more useful than the other?


==Stateless Time==
==Stateless Time==

Revision as of 18:58, 7 December 2017