Template talk:Armor infobox
This template might need some cleaning/resilience; the armor class codification can result in extra/unlinked category spawns on the depending on what is entered for the (armor) class field. As it is now, it encourages a conflict of terminology: from what I can see from the code it necessitates the specific use of 'Light', 'Medium', or 'Heavy, and those who want to link Light armor cannot do so (piping does not fix this as seen in Apprentice Gloves). (Similarly, there is the question of leg/legs, hand/hands, etc.) Examples at Apprentice Gloves and Magus Gloves. Redshift 13:59, 7 August 2011 (UTC)
- That can happen with most auto cats at one level or another. I can expand it to include more options, if you want to provide me a list of what things it should recognize beyond "Light/Medium/Heavy" and "Head/Shoulders/Hands/Chest/Legs/Feet". Aqua (T|C) 14:13, 7 August 2011 (UTC)
- Personally I don't think both Armor class and Light/Medium/Heavy need to be linked. Especially since it has been opted to merge the seperate armor class articles with the profession classification articles (i.e. Light armor merged into Scholar). - Infinite - talk 14:42, 7 August 2011 (UTC)
- In that case, probably just adding 'shoulder' and 'hand' would be fine, and even that might be moot once the game is actually is out. Mostly it was the conflict between the link vs unlinked aspect of 'Light/Medium/Heavy' that piqued my curiosity. :) Redshift 14:49, 7 August 2011 (UTC)
- As a note to the follow-up edits I made to the items offered by Rufus, I removed the manual categorization as it seemed redundant with the infobox. If we should be having manual categorization as a safeguard on the pages, let me know and I'll pop them back in. Redshift 15:49, 7 August 2011 (UTC)
- Is there a way to add a category in for armor that can be used by multiple classes? Aqua Breather is pretty much the only article in concern, so it's not 100% important to deal with at the moment. Just to link it to Category:Armor.--Xu Davella 13:24, 28 August 2011 (UTC)
- As a note to the follow-up edits I made to the items offered by Rufus, I removed the manual categorization as it seemed redundant with the infobox. If we should be having manual categorization as a safeguard on the pages, let me know and I'll pop them back in. Redshift 15:49, 7 August 2011 (UTC)
- In that case, probably just adding 'shoulder' and 'hand' would be fine, and even that might be moot once the game is actually is out. Mostly it was the conflict between the link vs unlinked aspect of 'Light/Medium/Heavy' that piqued my curiosity. :) Redshift 14:49, 7 August 2011 (UTC)
- Personally I don't think both Armor class and Light/Medium/Heavy need to be linked. Especially since it has been opted to merge the seperate armor class articles with the profession classification articles (i.e. Light armor merged into Scholar). - Infinite - talk 14:42, 7 August 2011 (UTC)
Overhaul[edit]
So Lasha has asked me to help with proposing changes to this infobox. The template for his proposal can be found here. An example of the proposed changes can be viewed here. Thoughts are greatly appreciated. - Infinite - talk 22:18, 31 March 2012 (UTC)
- Later, I will look how to implement the multi-object. Lasha 12:59, 6 April 2012 (UTC)
Need More[edit]
please see Measuring Spoon
Armor class = Any ?
description = Verbatim from the game
slot = accessory (earring)
slotable = Unused Upgrade Slot
Flavor text = "Make sure to use heaping spoonfuls" _Eda
Acquisition = Farmer Eda ,and others . . .
Rudhraighe 16:32, 1 May 2012 (UTC)
- Also need to be able to add Unused Upgrade Slot . and Accessories, finger, back, earring, ........ Descriptions, Flavor Text, and much much MORE Rudhraighe 16:47, 18 May 2012 (UTC)
Accessories[edit]
The most pressing addition to this template is accessory support. They have many slots, yet no way to document them properly at this time. Because there aren't a lot of accessories documented as of yet, we can sort it out before the stream of edits hits. - Infinite - talk 01:37, 28 May 2012 (UTC)
- Should they perhaps get a distinct infobox? They are grouped in a distinct location on the Hero panel. I don't know the armor/accessory system well enough to know what other differences there are, though. —Dr Ishmael 02:23, 28 May 2012 (UTC)
- Specific infoboxes will make it more direct to add semantic annotations, for whenever we finally get SMW, in addition to making the code a bit simpler for not having so many conditional pieces. Of all the items, we only have specific boxes for weapons and armor. I would recommend adding one for accessories, as well as ones for crafting materials, upgrade components (possibly including crests, runes, marks, and talismans), and consumables. As an example, materials and components are the only items that are going to have crafting discipline/level requirements, so they should be in specific infoboxes in order that we don't have to worry about conditionally displaying that info in a general infobox. (If they are similar enough, we could use one infobox for both of those, of course.) —Dr Ishmael 03:27, 28 May 2012 (UTC)
- I vote for a separate accessory infobox -- that I could tell, rings and earrings did not render on the character. I think amulets are no different (think I had one on for my bare-chested diving screenshots), which leaves the question of the back item (a cape?). I might see regular armor infoboxes including a screenshot of the armor piece (or a link to the gallery page for the armor), but these other items won't need such a thing. That said, nothing says you can't extract the common elements into a separate template that both accessories and armors use. Torrenal 04:27, 28 May 2012 (UTC)
- Specific infoboxes will make it more direct to add semantic annotations, for whenever we finally get SMW, in addition to making the code a bit simpler for not having so many conditional pieces. Of all the items, we only have specific boxes for weapons and armor. I would recommend adding one for accessories, as well as ones for crafting materials, upgrade components (possibly including crests, runes, marks, and talismans), and consumables. As an example, materials and components are the only items that are going to have crafting discipline/level requirements, so they should be in specific infoboxes in order that we don't have to worry about conditionally displaying that info in a general infobox. (If they are similar enough, we could use one infobox for both of those, of course.) —Dr Ishmael 03:27, 28 May 2012 (UTC)
Chest or Torso[edit]
Does the game refer to the armor slot between legs and head as the "Chest" or the "Torso" slot? (A lot of games tend to use Torso.) – Tennessee Ernie Ford (TEF) 02:10, 1 July 2012 (UTC)
- According to the Trading Post, the armor slots are (top to bottom): Helm, Shoulders, Coat, Gloves, Leggings, and Boots. I'm pretty sure individual items don't specify which slot they go in, and I don't know what the Hero panel says if you hover on an empty slot. —Dr Ishmael 02:54, 1 July 2012 (UTC)
- Actually, I found a video proving me wrong: individual armor pieces say: Head, Shoulder, Chest, Hand, Leg, and Foot Armor. Still dunno what the Hero panel calls the slots. —Dr Ishmael 03:03, 1 July 2012 (UTC)
- ty both. – Tennessee Ernie Ford (TEF) 03:12, 1 July 2012 (UTC)
Color scheme[edit]
Why does this infobox not follow the color scheme of other armor article details, like tables and nav templates? (Why is it red instead of peach) - anja 11:39, 11 August 2012 (UTC)
- No clue. I would guess that the color sheme is inclueded due to a div class from the css. Perhaps a general infobox color? - Yandere 08:14, 13 August 2012 (UTC)
Town clothing[edit]
I would like to exclude Town clothing from this template, because it has no defense or stats whatsoever and the slot system works diffrently. - Yandere 12:56, 13 August 2012 (UTC)
Adding a dungeon option[edit]
Since some armors are aquired through certain dungeon runs, one could easiely add dungeon parameter for display and automatic categorization. - Yandere 20:33, 13 August 2012 (UTC)
- I think that may be confusing, since they are purchased with tokens earned from dungeon runs, not acquired directly from the dungeons. Edit: Instead, I think we'd be a lot better off if armor set was displayed. — Rari 00:17, 14 August 2012 (UTC)
- Sorry I got that so late... Displaying the dungeon is a lot easier than displaying the set, because you can add spell checking for the 8 dungeons, but for each set will be a bit much. Basiclly are all these armors with dungeon parameter on ac are part of the Ascalonian_Catacombs_armor set. I would rather find a fitting umbrella name like cultural armor than listing each set independent, because they aren't really independent. If you have better sugestions then earnt from I would be very happy. - Yandere 00:38, 14 August 2012 (UTC)
- Sorry, I meant "Set: Ascalonian Catacombs armor" rather than "Earned from Ascalonian Catacombs" because the latter is confusing and not entirely accurate. The dungeons sets (not the light/medium/heavy sets) are sorted by dungeon anyway, so it's not that big of a change. Not to mention pretty much all of that armor has the set= parameter defined for this already, it's just not being used. Some sets might need to be fixed (The ascalonian uses Ascalion Armor) but overall i think it would both save time and be less confusing. — Rari 00:42, 14 August 2012 (UTC)
- Yeah, that is really simple and cleaver and a sign that I am a bit tired. O_o
- I will fix that - Yandere 00:48, 14 August 2012 (UTC)
- Ok, I think that will be good enough for now. I think I will right a short article like the cultural armor entry and let the Dungeon set link go there. That should make things clear. - Yandere 01:01, 14 August 2012 (UTC)
- Nice work, and I am not tired anymore :D - Yandere 06:43, 14 August 2012 (UTC)
- Glad you got some rest. :D After sleeping on this though, I thinking this is rather redundant with the nav boxes we might be better served just including categories through them instead. Just a thought. — Rari 10:58, 14 August 2012 (UTC)
- Yeah I see the point. I usually use the categories to traverse through the wiki. So I am basiclly not one of the people who you the nav boxes much. But there seam to be some people who like them. - Yandere 11:29, 14 August 2012 (UTC)
- Glad you got some rest. :D After sleeping on this though, I thinking this is rather redundant with the nav boxes we might be better served just including categories through them instead. Just a thought. — Rari 10:58, 14 August 2012 (UTC)
- Nice work, and I am not tired anymore :D - Yandere 06:43, 14 August 2012 (UTC)
- Sorry, I meant "Set: Ascalonian Catacombs armor" rather than "Earned from Ascalonian Catacombs" because the latter is confusing and not entirely accurate. The dungeons sets (not the light/medium/heavy sets) are sorted by dungeon anyway, so it's not that big of a change. Not to mention pretty much all of that armor has the set= parameter defined for this already, it's just not being used. Some sets might need to be fixed (The ascalonian uses Ascalion Armor) but overall i think it would both save time and be less confusing. — Rari 00:42, 14 August 2012 (UTC)
- Sorry I got that so late... Displaying the dungeon is a lot easier than displaying the set, because you can add spell checking for the 8 dungeons, but for each set will be a bit much. Basiclly are all these armors with dungeon parameter on ac are part of the Ascalonian_Catacombs_armor set. I would rather find a fitting umbrella name like cultural armor than listing each set independent, because they aren't really independent. If you have better sugestions then earnt from I would be very happy. - Yandere 00:38, 14 August 2012 (UTC)
Historical content[edit]
With this much auto categorisation, we should tink about a Template:Historical content option. There are a few outed infomations in the equipment section of the wiki. Is there a fixed procedure what counts as historica and what will simply be deleted? - Yandere 11:29, 14 August 2012 (UTC)
- Nothing should be simply deleted. Even historical traits that solely know a name and a description were retained. The template exists, though we might need to redefine the use and the documentation of historical content in general. - Infinite - talk 19:57, 14 August 2012 (UTC)
Armor skin[edit]
Since the armor naming in GW2 is so.... arbitrary, I would like to propose the addition of a "Skin" variable to link each individual armor piece to it's corresponding skin. I think the most complete list of skins is on the Pvp reward page, it's what I've been using for the Karma armor pages. -- Wyn talk 10:08, 15 November 2012 (UTC)
- The armor nav templates do that.--Relyk 10:30, 15 November 2012 (UTC)
- Ummm... no they don't. And even if they did, that doesn't tie each individual piece to the skin it comes from, only the infobox could do that. <edit> Example Silent Walker's Gloves what on that page tells you what skin those gloves are a piece of? -- Wyn talk 12:19, 15 November 2012 (UTC)
- We could implement a skin parameter if we have some sort of set to base it off of. Are the PvP skins complete enough to have those be the go-to's? --JonTheMon 17:13, 15 November 2012 (UTC)
- Problem is that even within PvP, some names are repeated. See [[PvP Acolyte armor]], [[PvP Leather armor]], [[PvP Pit Fighter armor]], and [[PvP Worn Scale armor]]. —Dr Ishmael 17:44, 15 November 2012 (UTC)
- Well, they all have disambigs already in place and I personally see it as a better option than anything else that's currently available. At least people could get some idea of what a piece they want to buy at the TP is going to look like, since there is no preview in the TP. -- Wyn talk 17:49, 15 November 2012 (UTC)
- Problem is that even within PvP, some names are repeated. See [[PvP Acolyte armor]], [[PvP Leather armor]], [[PvP Pit Fighter armor]], and [[PvP Worn Scale armor]]. —Dr Ishmael 17:44, 15 November 2012 (UTC)
- If they already have separate pages, it should be fine, right? Also, I propose that the
propertytitle be [[PvP reward|Armor skin]] and also link to a new property "Has skin" --JonTheMon 17:56, 15 November 2012 (UTC)
- If they already have separate pages, it should be fine, right? Also, I propose that the
Gallery Pics?[edit]
The Gallery1...5 parmeters are listed in the description, but not in the code? Having a picture on the page would be nice. :) --Alad 05:01, 10 March 2013 (UTC)
Armor galleries are being handled with a separate template, they'll be too big to smash into the infobox. I'll fix the doc.Wait... they are in the code. See Anonymity Mask. —Dr Ishmael 05:05, 10 March 2013 (UTC)
- I see, so the "code" section at the bottom of the page is not the real code of the template. One could just upload an "item-name.jpg" file and it would appear as for weapons (that template code section is a bit different)? I have another small request (related to all templates): the "blue" color of the word "Fine" used for rarity, looks a bit too faded. I just measured the colors used in-game, if needed (R,G,B): Green=0,255,0 Blue=85,153,255 Yellow=255,221,34. Can at least the blue be made a bit more saturated? Thank you sir. :) --Alad 05:39, 10 March 2013 (UTC)
slot to type[edit]
Armor has an armor type that corresponds to a slot, why do we list the slot instead of the type itself?--Relyk ~ talk > 12:38, 30 April 2013 (UTC)
- Because semantics? That's just what Infinite chose way back in Jan 2011 when he wrote this template. If we wanted to change it (and the allowed values), I could run AWB to update everything. —Dr Ishmael 12:44, 30 April 2013 (UTC)
"Level = varies" error[edit]
Recent error? See here: Rawhide Vest. --Alad (talk) 06:33, 18 June 2013 (UTC)
- its the "defense = varies" thats throwing it, theres 10 usage cases of varies. I patched one the other week with this edit, which isn't great for anyone doing a dpl query of the page.. luckily we use smw. Imo theres few enough cases of it that we could fudge it like I did for the aqua breather with few problems. -Chieftain Alex 09:48, 18 June 2013 (UTC)
- and for Rawhide Vest, a) we should split it, b) do we have stats for the version dropped by the scale drakes? -Chieftain Alex 09:53, 18 June 2013 (UTC)
- Hehe, don't many mobs drop this? I don't understand the zeal of trying to document loot tables this way; enormous work which will never be satisfactory since they can change at any time and are never announced unless it's an important item. This armor isn't, so it really doesn't matter, imo. I just wanted to point someone to that fact that this error can show up. --Alad (talk) 10:36, 18 June 2013 (UTC)
- It's a scaled loot drop in addition to personal story reward. The PS ones should be split to their own pages, then the main page should document the loot drop as a table, similar to what we'ver done for crafted items, but more so. If level/rarity/defense/etc. are variable, then omit them from the infobox. —Dr Ishmael 12:46, 18 June 2013 (UTC)
Picture error for items with short names[edit]
When an item has a short enough name that it doesn't wrap to two lines, as in Healing Chain Helm, the header gets too short to fit the picture. Psycho Robot (talk) 22:22, 13 July 2013 (UTC)
- That's standard. All infoboxes work the same way with the icon there, so just check some short skill names like Fireball and Earthshaker. —Dr Ishmael 00:13, 14 July 2013 (UTC)
- Ok, but it looks sort of strange don't you think? Would it be easy to make the height fixed and center the picture vertically? Psycho Robot (talk) 00:52, 14 July 2013 (UTC)
Giver's Prefix[edit]
Whatever mechanism by which this template pulls attribute data isn't set up for the giver's prefix, see Giver's Chain Coat et al. Psycho Robot (talk) 22:41, 13 July 2013 (UTC)
- I forgot about that, otherwise I would've preemptively fixed them for you. Giver's is special because it's actually 6 different prefixes. See item nomenclature - it's listed twice in each of the three main tables: you've single-, double-, and triple-attribute on both armor and weapon. Now see Template:Prefix attributes - that's the template that generates the attribute list based on the prefix parameter - the format is to set the prefix to, for example, "giver1a" for single-attribute armor. I'll go and update all the Giver's entries in the workbook so you don't have to worry about this again. —Dr Ishmael 00:18, 14 July 2013 (UTC)
Dungeon armor[edit]
The template gets really messy with dungeon armor, like in Inquest Helm. Would it be possible to add the ability to have 3 prefixes? The output would be pretty much the same as it is now, just the input would be a lot cleaner. As for the item links, they could be listed one on top of the other, with labels. Right? Right?! Psycho Robot (talk) 04:22, 5 October 2013 (UTC)
- We would need a different approach than an infobox, like the {{craft table}} implementation, as each item as an item id as well.--Relyk ~ talk < 04:25, 5 October 2013 (UTC)
- Right, right. And I know just how to do it too! Unfortunately I'm too busy being a terrorist fighting CIA man to actually do it, so someone else should do it. Psycho Robot (talk) 15:50, 5 October 2013 (UTC)
- I finished fighting terrorists and put together a template to do what I suggested here. Here is the code and here is an example. So, you know, make sure I didn't screw up the sub object SMW stuff that I don't really understand and just copied from other templates. Also if you use this template as it is now with an armor infobox, will the SMW stuff get duplicated? I hear talk about arrays and comma separated parameters, but I think we can all agree that those are for terrorists. Psycho Robot (talk) 20:21, 18 October 2013 (UTC)
- Right, right. And I know just how to do it too! Unfortunately I'm too busy being a terrorist fighting CIA man to actually do it, so someone else should do it. Psycho Robot (talk) 15:50, 5 October 2013 (UTC)
Parameter for armor sets[edit]
Could someone possibly add a "Set" parameter similar to the one Template:Weapon infobox has? Ex: | set = Arah armor
. -Somohexual (talk) 18:38, 5 October 2013 (UTC)
Template doesn't work with armor skins[edit]
This template needs to be updated to work properly with armor skin items, which have parameters from both Template:Armor infobox and Template:Item infobox.
-Somohexual (talk) 18:16, 21 November 2013 (UTC)
- thats the item that you apply to the helm to change the skin right? so its a skin.. which should use the item infobox. Ergo the only thing missing would be the weight. Imo we could arraymap the weight from the skin parameter | skin type = Helm, Heavy + smw it. -Chieftain Alex 18:32, 21 November 2013 (UTC)
Skin parameter revisited[edit]
There was a discussion on the skin parameter above, before the feature pack I think. I've not been around for a little while so I might have missed it, but has there been a discussion on adding a | skin =
parameter to the armour and weapon infoboxes? It's a property of the equipment which we can now read directly off the in-game hover text. –Santax (talk · contribs) 20:29, 21 June 2014 (UTC)
- http://wiki.guildwars2.com/wiki/Talk:List_of_level_80_exotic_armor
- some discussion took place near and around Template:Skin infobox too. I know for a fact that its in this infobox at least because i tested using it for Aurora Helm. 149.254.250.98 22:43, 21 June 2014 (UTC)]]]]]]
Adding entered Prefix to Armor infobox (and Weapon infobox)[edit]
So I've been thinking about this, and then someone brought it up during a reddit thread. What does everything think about adding the Prefix as an entry in the infobox? It would display the entered prefix for the item as plain text, and the "Prefix" label itself would go to the Item Nomenclature page. Maybe directly underneath Rarity (so change would likely be on Template:Default item parameter). The reason is because there are so many items that do not say the prefix in the name that it can be difficult to easily determine the prefix for a particular item, especially newer players, and tracking it down on the Item Nomenclature page takes a while as it's getting bigger and bigger. We already have the data on the item to calculate stats, we would just need to display the entered prefix for the item (or hidden if one wasn't entered). This would likely also go onto the Weapon Infobox, but putting here so to avoid duplicate discussion. Any thoughts? Vahkris (talk) 19:08, 26 February 2018 (UTC)
- I like it!
- Just personally, it'd really help me when I get a standalone exotic weapon and I'm trying to find its prefix to see if I can get an insignia from salvaging it. Right now I'm like "So this is condi, vitality, and power, which makes it... Dire? Wait, no, Dire has two defensive stats. Ugh. Okay, time to hit the edit button to see what the data says". This would save me a click. --Imry ☎ 19:37, 26 February 2018 (UTC)
- A thumbs up from me as well. —Ventriloquist 11:51, 27 February 2018 (UTC)
Armor type[edit]
Motivated by todays infobox edit, a few observations:
- We don't have an specific armor page (except Aquatic Headgear), all six different armor types (and their legacy aliases) should in theory redirect to Armor. I guess this is totally fine as one universal overview page, namely Armor, can provide more information than six single armor piece pages.
- Question: One instance of the armor pieces is ambiguous, hence already taken by a different in-game concept and thus can't redirect to Armor. Namely: Chest.
- Solution: I think we could link it directly (
[[Armor|Chest]]
) and set the property silently. Follow-up question: Shouldn't we do this for all six armor pieces such that we are not relying on redirects?
- Following todays edit but also the edits of the past months, which adjusted Property:Has armor type and Property:Has skin type to use consistent property values:
- Question: Should we also change "Aquatic headgear" to "Aquatic Headgear" in the skin context (skin infobox and has skin type)?
--Tolkyria (talk) 08:13, 7 October 2022 (UTC)
- I think if we are going to capitalize the 2nd word, we need to do it with all of them (eg Short bow, Harpoon gun, Back item, Fishing rod). Personally I don't see why we are changing it to be capitalized. --BuffsEverywhere (talk) 22:14, 7 October 2022 (UTC)
- I personally have no idea why it was not capitalized in the first place as that's how it appears ingame. ~Sime 22:17, 7 October 2022 (UTC)
- I don't really have a preference, except that I prefer consistency especially within parameter values: identical parameter/property values should be capitalized in the same way for different parameters/properties, otherwise it gets really confusing, e.g. in SMW queries.
- General consistency is a much larger task (might require some bot edits), but honestly why not, especially if that's how they are spelled in-game.
- Apparently, it's Fishing Tool in the in-game wardrobe, not Fishing rod. --Tolkyria (talk) 17:06, 10 October 2022 (UTC)
- I personally have no idea why it was not capitalized in the first place as that's how it appears ingame. ~Sime 22:17, 7 October 2022 (UTC)
- I would have preferred if we had used
Aquatic headgear
in all instances, but I wouldn't underestimate the effort to update all the links. -Chieftain Alex 18:03, 10 October 2022 (UTC)- I meant to say please can we avoid editing property pages if possible, it really does have a big effect when the smw does not load the type correctly, resets everything to Page + interprets redirects as the target page. -Chieftain Alex 20:06, 10 October 2022 (UTC)
- Oh, I just noticed that in theory the type of the property Has armor type is "text" and thus the inline property declaration (and hence the displayed infobox value) isn't linking to anything (again, unfortunately only in theory). My first point of the initial comment is therefore invalid. --Tolkyria (talk) 18:04, 17 October 2022 (UTC)
- I only changed it to type on the 16th (I discussed the change beforehand but it still failed to apply correctly). -Chieftain Alex 19:38, 17 October 2022 (UTC)
- At least for now the inline property declaration creates an unlinked output, which I guess means that the property has recovered its type "text", weirdly enough Special:Browse/:Property:Has armor type shows nothing right now (no SMW meta property Has type). --Tolkyria (talk) 20:38, 17 October 2022 (UTC)
- I only changed it to type on the 16th (I discussed the change beforehand but it still failed to apply correctly). -Chieftain Alex 19:38, 17 October 2022 (UTC)
- Oh, I just noticed that in theory the type of the property Has armor type is "text" and thus the inline property declaration (and hence the displayed infobox value) isn't linking to anything (again, unfortunately only in theory). My first point of the initial comment is therefore invalid. --Tolkyria (talk) 18:04, 17 October 2022 (UTC)
- I meant to say please can we avoid editing property pages if possible, it really does have a big effect when the smw does not load the type correctly, resets everything to Page + interprets redirects as the target page. -Chieftain Alex 20:06, 10 October 2022 (UTC)
- I would have preferred if we had used
(Reset indent) Do we really need Has armor type? I think we can replace queries using it with Has item type and Has equipment supertype. --BuffsEverywhere (talk) 00:10, 18 October 2022 (UTC)
- Reply to the suggestion
- Digging through the history, I think initially only Has armor type has been set in this infobox, later in March 2016 it also set Has item type to the same values, see this talk page.
- Following your idea, this would mean:
- Remove Has armor type and use Has item type and Has equipment supertype instead.
- Remove Has weapon type and use Has item type and Has equipment supertype instead.
- Remove Has trinket type and use Has item type and Has equipment supertype instead.
- Replace Has armor type order and Has weapon type order with Has equipment type order as well as include trinkets and back items (having only one sort property is definitely better).
- However, doing so might cause some problems:
- The item type gets linked sometimes, exactly as I described above, linking "Chest" in the context of an equipment piece is simply wrong (and also hard to deal with in an automated template).
- It has been described as bad style on this talk page.
- Options
- So one step back, there are several possiblities to label the equipment items:
- Option 1: no type tree
- Set Has item type to the child type, e.g. "Greatsword", "Gloves" and igore any intermediate parent type, e.g. "Armor", "Weapon" (which are set in Has equipment supertype)
- Option 2: type tree
- Set Has item type to "Equipment"
- Set Has equipment type to "Armor", "Weapon", ... (currently named Has equipment supertype)
- Set Has armor type and Has weapon type (could be also one universal property Has equipment type)
- Set Has equipment type to "Armor", "Weapon", ... (currently named Has equipment supertype)
- Set Has item type to "Equipment"
- Option 3: mixed tree (currently used)
- Set Has item type to the child type, e.g. "Greatsword", "Gloves"
- Set Has equipment supertype to "Armor", "Weapon", ...
- Set Has armor type and Has weapon type
- Set Has equipment supertype to "Armor", "Weapon", ...
- Set Has item type to the child type, e.g. "Greatsword", "Gloves"
- Option 1: no type tree
- Summing up
- Option 1 is basically what BuffsEverywhere suggested that simplifies the type tree a lot and allows easier query printouts at the cost of precise documentation. This would result in removing Has armor type and Has weapon type.
- Option 2 is more or less the original idea which may be tedious in queries by requiring several property printouts (and therefore was reduced to option 3). Although I think Has item type was never set to "Equipment".
- Option 3 is a mixture of option 1 and option 2 that contains redundant and duplicate property declarations.
- Conclusion
- In my opinion we should either commit to option 1 or 2, option 3 just feels unnecessary complicated which clutters up the wiki.
- As a solution for the chest equipment piece, we could turn the property Has item type into the type "Page" and set it to the subobjects "Armor#Headgear, ... Armor#Chest, .... Armor#Boots" (created manually on the page "Armor") which contains the property Has canonical name. Then replacing the links in result format template with cname does the job.
- See also
- The guild hall decorations are actually using a tree type format, Has item type is "Decoration", Has decoration type is set to the various subtypes.
- What is the property Has jade bot upgrade type for? It's the same as Has item type, reasoning see this discussion.
- Edit: Added conclusion and see also, additional properties. Okay, this is getting quite lengthy, but in the end it's a difficult topic that has far-reaching consequences.
- P.S. I'm thinking of documenting the property redesign/removal properly on Guild Wars 2 Wiki talk:Semantic MediaWiki, any thoughs? --Tolkyria (talk) 10:45, 18 October 2022 (UTC)