I don't know how to handle Claris's skill, though. I tried to use Hana as an example, but she's not implemented correctly. Hana's max skill level is 5, but your unit list has it at 10. Both are technically event units, but have a max skill level that is different from the norm and don't seem to have a category in your code. I don't know how you want to handle that.
I know how to implement it, and have done so before with units that fit established categories in the existing code (e.g., Shinomiya Komachi). Heck, I actually fixed one that was in an incorrect category and had to make a new one (Odette, 15 levels -> 16). There was precedent for both of them. I could see how similar units had been implemented, and followed that convention. I added Claris to the event unit list because Hana was there, and she had the same circumstances. (Daily login bonus for multiple days in a row, event unit cost, shrine unit skill.)
But Hana and Claris don't fit into those pre-existing categories with regard to skills, and there isn't precedent for them. Few things bother a programmer more than someone mucking up their nicely organized and elegant code. So, as professional/hobbyist courtesy, I leave the implementation of these two to the original author.
Edit: Kkentauro, I have put thought into this. I know how I would do it, but not how you would do it. I'd prefer you to implement these two yourself first, so I know how you want it done in the future. If you want me to do it myself, though, or don't care as long as it works, just say so.
I added another exception category to Template:User:Kkentauro/Unit_max_skill_by_name. I tried to deliberately separate the data and logic parts of the template so that it's easy for anyone to update (since I'm not great about doing it myself), so I don't mind if you add units but I definitely appreciate you asking first.
Heh. When there's existing convention for me to follow, I add. When there isn't, I tell you and let you handle it. When there's multiple ways to achieve it, I check existing convention. Either way, the presence of existing convention decides whether I handle it myself or kick it upstream.
(Constructive criticism) It seems to be it would be less work (if Claris and Hana hadn't already been in the event unit list) to add Claris and Hana to the "Max CR by name" list, where you have WE and the Annas. This way, the skill doesn't have to be overridden, and the CR is accurate. This method also involves one fewer template lookup, so is less time-consuming on the server. (Mollifying criticism) Because I did add Claris to the event list, and Hana was already there, adding the exception in max skill by name saved on maintenance time. Both are important considerations.
(Reasoning for kicking this upstream) I don't know why you handled the Annas and WE differently from units like Hana. The mere fact that the two sets were handled differently is what kept me from just doing it via Max CR by Name. I figured you had a reason for factoring it that way, even if it's been lost to time, and I didn't want to mess it up. (Distribution method, cause of distribution (e.g., collab, seasonal distribution (e.g., xmas cypria), devs felt like it)...) Sorry I forgot to mention them in my previous posts.
I again thank you for the work you've put in. I know I say it every time, but I'm that grateful.
"Event units" are classified by max CR, not skill. They always have 5 CR (at least since they standardized it from really really old times). Shrine units are 3 CR. Hana and Claris are event units though and they're the standard 5 CR. I moved Anna and WE to make more sense.
Patched some of your unit list templates. Mostly added units to their proper rarities. Tweaked Odette to be in her own 16-skill-level category.
I think I fixed a typo in one of them that led to a red link. I'm hoping this was in fact a typo, and not intended. Yell at me if it was.
Unfortunately, I forgot to put in edit summaries on most of them. Sorry about that. I'll try to do better next time. Have a look at my profile page to see what units are working properly that you didn't add yourself.
Not related to updating your templates, but in general. I decided to document every unit I have, and there were too many to be all in one page. The server would throw an error, saying "Node-Count Limit Exceeded." The solution was to split the list into different subpages, and have them all show up in a tabview on the main profile page. Don't know if you knew this workaround or not, but thought I'd mention it.
Thank you for coding all of this. I could never have done it myself.
Hey, is it possible to add something similar to the |100AffBonusB thing for 150% Affection? I'm trying to show the 150% affections that are boosted by an ability but the following picture is what happens everytime instead. I left the Temporary AFFBonus Patch in to show what I was trying to do.
Hi Kkentauro! My name is Shrev, and I’m the Fandom Wiki Manager for Aigis Wiki. I am here to help the community and be a liaison to full-time Fandom staff. If you ever have a question or issue relating to the wiki, editing, styling, infoboxes, templates, etc., please feel free to contact me on my wall, or on Discord at Shrev64#0089.
I'm noticing the maint timer doesn't seem to load much anymore after i had to change the siderail to a compliant one at the behest of a vanguard (Fandom Volunteer staff member). I was wondering if you may want to put a delay into it popping up or put it on a loop to search for your timers every second or so and then start your main function like that? this way it would never miss the window to load if the DOM hasn't finished.
By the way, me and lumi did tweak the start time variable to make it in-line with the later maint start date. I didn't think you'd mind since you basically just set it up like a config anyway.
Hello Kkentauro, I finally have some time on my hands to finish the role lists I was planning for so long, however my technical knowledge is rather limited in writing and understanding code. May I ask if you can give some pointers or assitance in how to best make a proper sorting table? I hope I'm not being an imposition in anyway.
Hey, did you get my message about the sibling divs not being hidden after expiry? just saw lumi make an edit note about it on the event and figured you didn't see it or forgot since you didn't reply.
--link no longer relevant-- Could you do the same
for the when the timer expires? Then it should be perfect.
Currently it seems to work fine for hiding the timer before
it exists which is great but it seems i need another hide
trigger for when it expires to make this seamless.
To be fair, i didn't mention adding a hide command under
"widget.remove();", just "widget.removeClass("timewidget-hidden");
(Note: I mean "widget.addClass("timewidget-hidden");")"
Did you get my message here? tl;dr just wanted something simple like "$('.Timewidget-Container').hide();" where ever "widget.addClass("hidden");" was executed. I could do it myself but i'd rather ask out of respect.
Does not have to be the method i showed, just basically want a class that hides with the timewidget so if i put the timewidget in a container div with some other stuff related to that instance of the timer it all goes poof and does not leave the text we have to the left on the front page for your widgets.
Cool, When that gets approved we should be able to import it, so you can edit it whenever and it will update a lot faster. I also heard that dev.wikia scripts get approved faster in general, though i'm not sure if that's true.
Cheers for adding the request by the way.
I'm probably going to wait for yours to get approved then remove the code from the common.js, and add the import back either instantly if it behaves with the other version of the script (It should just execute twice per second doing both scripts, i don't see how it would conflict really since they use the same css pretty much) or 16-24 hours after i submit the .js with update
Ah, yeah. I can retroactively add the new css and remove the old one after it's live. Any reason why you don't use .hide() btw? i was using it for a weekly widget on jewel princess wiki and it seems to just add display:none to class (i think? either way it hides it lol)
Just a copy of timewidget > .hidden as "timewidget-hidden", right?
Edit: Also re-reading, what i meant by conflict was running an old and new version of your script at the same time, since editing the Common.js is slow and we ain't got time to wait on wiki staff, it would be easier to run it twice on the common and the import until it gets removed from common.
Could you do the same for the when the timer expires? Then it should be perfect. Currently it seems to work fine for hiding the timer before it exists which is great but it seems i need another hide trigger for when it expires to make this seamless.
To be fair, i didn't mention adding a hide command under "widget.remove();", just "widget.removeClass("timewidget-hidden");"
Other then that, Cheers mate. Nice job. Works very well though i needed to add all the text inside a span, which is a bit odd but honestly not an inconvenience at all so it doesn't bother me though it makes me curious as to why it behaves in such a manner.
Also, as you probably noticed i removed the code from the wiki common.js now and its all being imported from the dev wiki page completely. If you need CSS updated feel free to drop a comment on my wall.
So I have a slight issue (again), in my silver units section it will say node count limit exceeded. This occurred after adding some new units to my list (these units were added to the plat list, and it was before I changed my list by adding sprite category titles, similar to Meidozuki's, and made the list collapsible, or should I say I got help from ShinyAfro in making my list collapsible, so the problem was there before these changes, they just persist even now). Whenever I add a new unit to my list (and it doesn't matter if it's black, plat, gold, or silver), units from the silver list will disappear and be counted in the node count limit exceeded thing. I thought perhaps it's cause I have too many units using this template, but that wouldn't make much sense since I've noticed others have more units listed using this template than I do (mainly as a main, and alt acc lists). It's not the biggest issue at the moment cause it's only affecting the silver units list, but it's still annoying and I don't want it to get worse (and I'm not fully familar with the editing code, it makes sense, but since I'm not familar with it I cannot discern the cause of problems that arise, reminds me of why I handle the programming and bug fixing last when working on games, cause it's a pain). Also wasn't able to post this on the template's blog, kept giving me the error, the one that says there's an issue with your login session, action cancelled to prevent session hijacking, please go back and reload page (well did that 6 times, and even closed out of the wiki, re-opened it, logged out and in, the error's still there, just there, I just posted a reply to someone's comment on the shrine page, damn technical difficulties).
It's because each call that script makes counts as a transclusion. Transcluding a page twice only counts as a single transclusion as it is optimized to only need one API call to do so, but if you're transcluding data from a mass number of unique pages (units), that is bound to happen. Probably not the best idea to grab all the silver unit pages, i guess.
When you hit the transclusion page you will get the result you noted: it simply cuts off and stops.
but I've seen people with more units than I have using the template, one of them being Kkentauro (who even included bronze), so I'm wondering how to get around this, since so many others have done so, should I just try using a different template for silver and see if that works (cause I've no idea how they have more than I and don't have the same error), cause I do want to include my silvers on my list, but don't want to watch as they slowly begin entering the voided section of it. I'll try messing around with some things maybe I'll figure it out, or perhaps a solution will appear, either way you did provide me with the why this is happening, so thanks (kinda reminds me of when I had not properly set up a script array, that was not fun, not even in the slightest, ended up deleting the whole array and started it over).
I included bronze but I left out some uninteresting (event) platinums because I was hitting the transclusion limit. Nothing you can really do except prioritize which units you want on there. That was one of the reasons for thinking about switching to a database model.