Guild Wars 2 Wiki talk:Community portal/Archive 18

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A page for addons, websites?

Is there any possibility that we can have a page to describe addons and websites? like https://wiki.guildwars.com/wiki/Player-made_Modifications page. Of course, we should put things allowed addons for that page. and putting some warning like "use at your own risk" (if I say examples, addons are gw2taco and arcdps, websites are gw2efficiency and unlock analysis.) --Targal (talk) 06:39, 17 May 2019 (UTC)

By all means, go for it. We currently have API:List of applications and List of fansites, but an extra article listing endorsed add-ons cannot hurt as the latter two pages are quite outdated and incomplete, and pretty hard to find. User Incarnazeus Signature.pngtalk 09:03, 17 May 2019 (UTC)
Looks like this never happened, might be worth writing down the mods we know of before we start? Off the top of my head:
  1. Arcdps
  2. Reshade
  3. Gw2Hook
  4. Radial mount menu
  5. dx12
-Chieftain AlexUser Chieftain Alex sig.png 21:47, 17 June 2019 (UTC)
Since the GW2 Developer discord has created a channel with links..
Developer stuff
https://api.guildwars2.com/v2 - the GW2 API
https://www.guildwars2.com/en/media/asset-kit/ - the ArenaNet asset kits
https://en-forum.guildwars2.com/categories/api-development - API Dev forum

https://gitter.im/arenanet/api-cdi - ArenaNet API gitter chat (kinda dead)
https://github.com/arenanet/api-cdi - ArenaNet API github repo (kinda dead)

https://discord.gg/zqeHCEg - GW2 Developer discord
https://discord.gg/9yPNPZ9 - gw2efficiency discord
https://discord.gg/8j43kAc - gw2raidar discord
https://discord.gg/fyEynB2 - dps.report discord
https://discord.gg/dCDEPXx - Elite Insights discord
https://discord.gg/nGbd3kU - Blish HUD discord
https://discord.gg/kRbSctr - KillProof discord
https://discord.gg/7dssenc - WvW Bot discord
https://discordapp.com/invite/VyQTrwP - GW2 Bot discord
https://discord.gg/TnHpN34 - GW2 Scratch discord

https://twitter.com/gw2api - this is a twitter account with api updates (by Darthmaim)
https://gist.github.com/darthmaim/16ccbda1944c2d4126f9 - Tracks changes of https://api.guildwars2.com/v2 (hourly)
https://status.gw2efficiency.com/ - API endpoint status by queicherius
http://www.timscloud.uk/GW2/Icons/API1_Files.html - preview of images from the API

https://github.com/gw2treasures/gw2api PHP API wrapper by Darthmaim
https://github.com/queicherius/gw2api-client JS API wrapper by Queicherius
https://github.com/Archomeda/Gw2Sharp C# API wrapper by Archomeda

Account tools
https://gw2efficiency.com - useful account tools by Queicherius
http://gw2timer.com/ - great map plus account tools by Drant
Forum archive
https://forum-en.gw2archive.eu/forum/community/api - Silver's backup of the old official forum
Skills
https://metabattle.com/wiki/ - A site for premade builds for all game modes
http://en.gw2skills.net/editor/ - A build editor
-Chieftain AlexUser Chieftain Alex sig.png 19:12, 6 August 2019 (UTC)

Request to change the font of foreigner language(Korean)

Hello. Currently, I'm writing a guide in my user page of GW2 Wiki for Korean newbies(like User:Targal/전투 시스템), and I found out the basic font has bad readability when GW2Wiki describes a page with Korean letters. Korean Wikipedia uses font-family:sans-serif style, but GW2Wiki's font is quite different for Korean letters. is it possible that GW2 uses sans-serif when Korean letters are there? --Targal (talk) 12:26, 28 May 2019 (UTC)

I have a question about that -- I have fiddled with it to test some stuff but even on Wikipedia the font doesn't seem to affect Korean characters -- only Latin letters changed after fiddling with it. The only difference I see is that Wikipedia uses bigger font size. ❄The F. Prince❄ (talk) 14:35, 28 May 2019 (UTC)

Splitting PvP/WvW Armor pages

Looking to get some opinions on what to do with current PvP and WvW armor pages specifically the Glorious Hero's armor, Ardent Glorious armor, Mistforged Glorious Hero's armor, Triumphant Hero's armor, and Mistforged Triumphant Hero's armor individual armor pages. Currently the pages have a basic armor infobox and list the variants below using the equipment variant table Glorious Hero's Legplates#item2 for example. There was some discussion on splitting the pages into individual ones for each items but this would take some work and would add many additional pages. The other option would be to add a second armor infobox (like this for example E: removed example) it was brought to my attention that doing so would require changes to the way Template:Armor infobox works with setting properties. So the options presented are:

1. Leave it as is.

  • Pros: No work needed.
  • Cons: No API links or detailed item boxes, doesn't look that good (personal opinion)

2. Split items into individual pages.

  • Pros: Better matches other wiki pages for formatting, can have full item descriptions and individual sections for "Acquisition", "Used in", etc. working API and external links for the pages
  • Cons: Lots of work if done by hand, many more pages (about 203 additional including all navs, disambig pages, and new split pages)

3. Use multiple infoboxes.

  • Pros: Looks nice (personal opinion), has working API links and separate item details, uses minimal pages without the need to create more, significantly less work to change
  • Cons: May need a rework of how armor infoboxes are handled, still has multiple items on the same page

Looking to get feedback or additional pros/cons from the community/admins (especially on how feasible #3 even is), so let me know your opinions! Dak393 (talk) 10:49, 30 May 2019 (UTC)

Edit: With the changes to the formatting and fixing the API links I'm considering this resolved at least for now. Dak393 (talk) 21:10, 15 June 2019 (UTC)

I'd vote either 1 or 2. From an editor's perspective, 2 is the most wiki-conform and consistent solution. However, knowing how often people complain about our subpages policy and about having to click links instead of having one article overcluttered with information, it might not be feasible to go this route. I'm personally not a fan of option 3, mainly because of aethestical reasons. User Incarnazeus Signature.pngtalk 11:31, 30 May 2019 (UTC)
The API cons from option 1. is solved. I have added the link to the API next to the chat link.
Ad option 1. As Inc said, some of the users (no idea how many %) don't like the clicking onto subpage on the wiki and want the information on one page. That's a legit argument but, for me the main argument for option 1 is that everything works, everything is stated correctly, everything is read- and understandable. That's something that shouldn't be underestimated. For comparison: non of the other language GW2 wikis have these informations, some of them don't even have some armor pages (at least for legendary armor, as far as I checked).
Ad option 2. Just stating the amount of work here:
  1. Glorious Hero's armor - currently: 18 pages - splitted: 36 pages + 18 disambig pages = 54 pages
  2. Ardent Glorious Crown - currently: 18 pages - splitted: 36 pages + 18 disambig pages = 54 pages
  3. Mistforged Glorious Hero's armor - currently: 18 pages - splitted: 36 pages + 18 disambig pages = 54 pages
  4. Triumphant Hero's armor - currently: 18 pages - splitted: 54 pages + 18 disambig pages = 72 pages
  5. Mistforged Triumphant Hero's armor - currently: 18 pages - splitted: 36 pages + 18 disambig pages = 54 pages
That's a total of 288 pages, and the 5 armor pages needing 11 new armor tables for the armor set pages, and 5 new armor navs.
--Tolkyria (talk) 12:44, 30 May 2019 (UTC)
I'm a fan of 2. Consistency and less complicated code wise. - Doodleplex 13:20, 30 May 2019 (UTC)
I am a fan of the third option -- but if it involves a lot of work template-wise, 2 is fine as well. ❄The F. Prince❄ (talk) 13:34, 30 May 2019 (UTC)
Since I brought it up before, I'm still in favor of the split. I have an idea for the nav at User:BuffsEverywhere/sandbox2 --BuffsEverywhere (talk) 13:50, 30 May 2019 (UTC)
I vote for option 1. The current option 1 (now having the API link) is
  1. Consistent - all five armor sets share the same style and format.
  2. Complete - all available and required is displayed on the individual armor piece pages.
  3. Compact - the whole information about the different rarities is displayed on one armor piece page using the {{rarity}} to intuitivly seperate the rarities. Note that one of critiques by wiki users is that everything is spread out on subpages and requires several clicks.
The possible option 2 might
  1. might not be conistent - carrying over the same style to more than 200 pages, more than the double of the current pages is a hard task.
  2. might not be complete - while carrying over all the collected information something might be missed.
  3. is not compact - everything is spread on subpages, clearly not liked by many wiki users.. of course we, the wiki editors, are used to this.
There is most likely noone that will implement option 3.
So, I clearly vote for option 1. There is no need to reinvent the wheel! --Tolkyria (talk) 15:14, 30 May 2019 (UTC)
I agree with all of Tolkyria's points. The current setup has not, as far as I'm aware, received any criticism, and with the work he has made to fix the API issue, it doesn't have any obvious shortcomings, except from look subjectively 'ugly'. —Ventriloquist 19:30, 30 May 2019 (UTC)

Event timers customization keeps resetting?

Anytime anyone does any little change to that my entire customization resets, I have to re-arrange / re-disable everything back to how I had it. Any way to prevent that from happening? The preceding unsigned comment was added by 179.53.159.235 (talk) at 23:32, 4 June 2019‎ (UTC).

This was entirely my fault and was addressed at Talk:Event timers#Custom arrangement keep resetting. (fwiw I'd made a lazy copy of the widget for the world boss event timer and hadn't split the local storage key names properly.) -Chieftain AlexUser Chieftain Alex sig.png 21:49, 17 June 2019 (UTC)

Chatlink for recipe including ingredients?

Hello everybody.

Is it possible to create a template that adds a line with a copyable chatlink for the recipe plus the needed ingredients all in form of linked items? The preceding unsigned comment was added by Stancer (talkcontribs) at 10:17, 12 June 2019‎ (UTC).

Do you mean you'd like to have {{recipe}} also be able to output its information like this?
[&CfEuAAA=]
3 [&AgFZtgAA]
1 [&AgF8OwEA]
1 [&AgFYOwEA]
40 [&AgEXTQAA]
I can't speak to its feasibility, but I do want to clarify what you're thinking of. Greener (talk) 15:10, 12 June 2019 (UTC)
I suppose the only remote benefit of this would be so you can hover over the links to indicate how many of each you have in your bank/storage. I'm not convinced that's useful enough to introduce. -Chieftain AlexUser Chieftain Alex sig.png 21:52, 17 June 2019 (UTC)

World boss items - acquisition text

Hey guys, can we please propose + agree a wording to be used for items such as Star of Dwayna (fine)? DiegoDeLaHouska has boldly gone and used a consistent approach to all of the similar items (mostly visible here). The consistency is good, but I'm pondering whether we need to insert some wording along the lines of "Possible drop from..." at the front end of the sentence.

Current text from Star of Dwayna (fine):

* [[Glorious Chest]] that spawns upon completion of {{event| Defeat the possessed statue of Dwayna}}.

Suggestion 1:

* Possible drop from the [[Glorious Chest]] that spawns upon completion of {{event|Defeat the possessed statue of Dwayna}}.

(yes I did ask the same question on the wiki discord channel - @Ventriloquist / @Sime / @Leshie_Leshie / @Doodleplex / @Thrain / @Darqam) -Chieftain AlexUser Chieftain Alex sig.png 22:47, 17 June 2019 (UTC)

Could make a template that allows people to specify the chest and the event, kinda like the sigil text for the mystic toilet? {{chance|Grand Chest|Defeat Bob the Choya}} = Possible chance to drop from the Grand Chest that spawns upon completion of {{event|Defeat Bob the Chita}}/[[Defeat Bob the Choya]]. (I don't care how the event name is formatted, I'll leave that up to others and or Vent). Easy for users to plop in. - Doodleplex 22:59, 17 June 2019 (UTC)
You have few choices . First you can write the "possibilities" to items themselfs . That seems useless to me. Good luck with that on precursors wich can drop from any enemy , event or chest in the game. It feels like a useless inforamtion to me in the context of the item itself. Then there is another option to write the possibilities of a drop rate for those items in the description of their events or chests. Or you dont need to write it at all. I dont want to upset anyone but there are items worth 500g and more. My logic tells me that when the price is so high then the item will be really rare to get, because if not then it would be a lot lower. But what I know right ? Just tell me how to write it down and I will rework it again ;) --DiegoDeLaHouska (talk) 23:38, 17 June 2019 (UTC)
The point is not to show the exact drop rate, but to show that the item is not a guaranteed drop, which the current revision, intentionally or not, does not do. Like you said yourself, documenting an extremely rare drop's chances is virtually impossible, which is why we simply if it by adding 'possible', 'rare', 'very rare', or even the 'extremely rare chance' to our articles. Anything other than that makes it sound like it's a guaranteed drop, which could trick some users. —Ventriloquist 18:56, 18 June 2019 (UTC)

Account Upgrade Packages

I've noticed that there are a bunch of Gem Store offerings that are bundled "account upgrades" that offer a variety of items, often with more bundles within. This is {likely intentionally) confusing, and makes researching the cost/value of these packages difficult. I'm thinking of making comparisons page for these packages, as can be found in my sandbox, but have been struggling to come up with something... less monstrous.

I've posted some ideas for the templates to be used, but need help designing one for the individual rows, including possibly calculating the total gem and coin values.

Cheers. - Ojimaru (talk) 19:55, 4 July 2019 (UTC)

I'd suggest using a format like we're using for material costs (e.g. Touch of Fog) on individual pages. I'm not entirely sure about the usefulness of a whole comparison page dedicated to the packages we have, but I'll sleep on it. User Incarnazeus Signature.pngtalk 20:32, 4 July 2019 (UTC)
I made something similar for War Eternal Supply Drop Requisition, which I honestly prefer more. ~SimeUser Sime Maraca Choya.pngTalk 20:36, 4 July 2019 (UTC)
For context, as of now, I count nine distinct "account upgrade packages," including the following:
Each offers slightly different contents, at different gem prices, with different purchase limits per account. Within each are even more bundles within bundles. A player shopping for a package such as these would be stuck with some very confusing choices, and will likely need to dive through at least two dozen pages just to figure out what's the best value. The comparison page aims to help with that decision making.
I've added a second row to the table in my sandbox, for better context. - Ojimaru (talk) 22:50, 4 July 2019 (UTC)

Map updates for farms

Hello,

I want to try and add all of the permanent material harvesting nodes to the interactive maps. I started with Spinach for Gendarran Fields farm.

Can anyone walk me through what would be required to add the farm icon to both the Gendarran Fields page main map (https://wiki.guildwars2.com/wiki/File:Gendarran_Fields_map.jpg), and the interactive map at the bottom of that main page?

I would also love to help out with updating/maintaining the pages for the gathering nodes, but do not really know where to start.

Could someone give me a suggestion on the best way to get into working on the Wiki?

Thanks,

--BlueIce (talk) 13:44, 19 July 2019 (UTC)

Adding them to the static zone maps probably is not easy to do in a pretty way. I would not recommend that.
Adding them to the interactive maps is somewhat easier; we would however need the coordinates for each spot. We could collect the coordinates ourselves, or perhaps a site like gw2timer has them hardcoded which we could reuse/steal. -94.8.80.230 22:57, 17 July 2019 (UTC)
From http://gw2timer.com/data/general.js?v=20190630 ...
{name: "Iron and Platinum", icon: "img/node/platinum.png", path: [[6327,15041],[9583,15064],[12697,15954],[12640,15579],[13548,11110],[16935,14020],[18348,13444],[20914,12447],[23758,12739],[24678,9345],[26934,9849],[27751,9674],[29084,9609],[31157,15013],[28961,17355],[20365,15737],[20915,18219],[19167,19252],[20931,22505],[17946,22155],[17293,20362],[15623,20260],[16429,18201]]},
--Chieftain AlexUser Chieftain Alex sig.png 06:06, 18 July 2019 (UTC)
Hardcoding the coordinates would be one way to do it.
Creating gathering node SMW subobjects on the area pages with the properties coordinates and rich vein or possible rich vein would be the wiki way to do it. However, adding all these coordinates to all the area pages is definitely more work than simply hardcoding it, but once it's done it pays off. --Tolkyria (talk) 08:46, 18 July 2019 (UTC)
Sounds like we could extend {{gathering icon|mine}} to accept {{gathering icon|Rich Iron Vein}} instead, and then maybe {{gathering icon|Rich Iron Vein|coordinates=[6327,15041]}}
I'm up for it. We won't be able to record coordinates for non-rich nodes though. -Chieftain AlexUser Chieftain Alex sig.png 17:37, 18 July 2019 (UTC)
Yes, exactly. What I was thinking of for the SMW subobjects on the area pages:
  • Location of — set to gathering node page name (Edit: property name motivated by SMW inverse relationships, inverse to the already used property: Property:Located in)
  • Location of gathering node status (or Has gathering node status) — can be set to guaranteed, for rich veins, or as mentioned above spinach farm spots. That's what the map implementation will ask for it.
  • Location of coordinates — list of coordinates needed? Not sure about that, for example five spinach plants next to each other should have one coordinate or five coordinates?
  • Location of gathering node prefix (or Has gathering node prefix) — can be set to "Rich"... not sure about that.
Maybe we can adjust the template name, the icon in {{gathering icon|Rich Iron Vein}} doesn't make sense anymore and overwriting it right now is a bit risky. There's the somehow unused template {{gathering node}} although I don't like the asking for the icon on the gathering node page, that should be hardcoded (Edit: the reason is that, at least in my opinion, it should be page link -> page and not somehow set and ask for properties of the same page in one template).
Then we can do two things:
  1. Automatize the locations on the gathering node pages, i.e. {{#ask: [[Location of::<gathering node name>]] [[Location of gathering node status::Guaranteed]]}}
  2. Ask for the guaranteed gathering nodes within one area, i.e. {{#ask: [[-Location of::<area name>]] [[Location of gathering node status::Guaranteed]]}}
--Tolkyria (talk) 17:54, 18 July 2019 (UTC) (Edit: removing property redlinks)
Yeah ok let's use the {{gathering node}} template. Some possible alternative properties/names
  • 1Yes Location ofHas canonical name? Agreed we need this in order to be able to filter Silver vs Iron etc, not sure about name.
  • 0No Has gathering node status → imo not required, we can't predict instance specific non-rich nodes, so why bother annotating locations if they're not guaranteed? There's so damn many...
  • 1Yes Location of coordinatesProperty:Has x coordinate / Property:Has y coordinate - already exists, can use those
  • 0No Has gathering node prefix → imo not required - depends if we annotate the rich ones as above...
  • 1Yes (not in above list) → Property:Located in - this already exists, capturing the area name is important for each node so that we can query for the Zone later.
  • 1Yes (not in above list) → Property:Gathering node type - might be nice to query for plant/mine/wood nodes?
As an example, a template set on the Overlook Caverns page would give us:
{{#set: Overlook Caverns#Rich_Iron_Vein1 | Has gathering node type = Mine | Has gathering node name = Rich Iron Vein | Located in = Overlook Caverns | Has x coordinate = 16940 | Has y coordinate = 14021 }}
On the topic of {{Gathering node}} I'd just have a switch statement for node names and icons instead of a #show for the icon, there aren't that many. -Chieftain AlexUser Chieftain Alex sig.png 20:46, 18 July 2019 (UTC)
1Yes You are right with coordinates, I was thinking too complicated. That's how I understand it: a list of coordinates is allowed as input for {{Gathering node}}, we arraymap them and create a subobject for each each coordinate pair. If no coordinates are set, just create one subobject without coordinates. This might be interesting for a complete list of locations containing this node.
0No Has gathering node prefix not needed, I agree.
0No or 1Yes Has gathering node status can be also skipped, however my intention was to set it automatically to "guaranteed" if a coordinate is set, that's what a setted coordinate represents. Still not sure about that, maybe a boolean property: Is guaranteed gathering node.
1Yes Has gathering node nameLocation of — I would still use Location of instead of Has gathering node name because this property can also fit for objects and NPCs later (if we like what this template does and want to expand it). To me Has gathering node name sounds so abitrary, for me by its name it is not clear where the property is actually used. Simply by the property name [[Has gathering node name::Rich Iron Vein]] returns what?
On the other hand Location of is meaningful, asking for [[Location of::Rich Iron Vein]] it is pretty obvious that locations are returned.
1Yes I agree on Has gathering node type and would even go further and create and set the property Has location of type (read as Has "location of" type or Has location subobject type) to "Gathering node" (again, if ever objects or NPCs are also getting subobjects, then this property would be set to objects or NPCs respectively).
P.S.: Is it called gathering node or resource node? Asking now, not that we have to change the name afterwards. --Tolkyria (talk) 21:54, 18 July 2019 (UTC)
Hello. I apologize for my lack of knowledge on this subject, but I am not quite sure if what you have kindly contributed is something I should follow to add the nodes (and I think they are named resource nodes officially) to the maps or if this is discussion on the best method to do so. I would also really appreciate any help with adding this if these are steps I should follow as I really have no experience for this type of work. I did figure out how to add the Spinach node I used in my example to the table of Locations on the main Gendarran Fields page. However, that is as far as I could get.
How would I get to the template area of the map to implement the entries discussed, or does that happen on a different page and is just referenced on the back end? Also, is it appropriate etiquette to indent each reply? Should I do any formatting different or add it to my original text? Thanks
--BlueIce (talk) 01:29, 19 July 2019 (UTC)

(Reset indent) Everything is fine, BlueIce. If one is not familiar with Semantic Mediawiki it's hard to contribute at the current stage, as we currently try to set up a proper template. I think Alex and I now have more or less the same idea how the template should look like. Once the template is implemented it will be used on Area pages, not on Zone pages, e.g. on the area page Overlook Caverns and not on zone page Gendarran Fields to document gathering nodes. In the example: we add to the area page the Rich Iron Vein with coordinates via the new template. Then this coordinates can be automatically used to display the Rich Iron Vein in the interactive map found on each zone page, as you suggested.

P.S. To increase readability the indent is increase by one ":" each comment. One can start again with indent 0 using {{subst:ri}} if one think it's time to reset indent. --Tolkyria (talk) 14:16, 19 July 2019 (UTC)

Update: I have set up a first version of the template, see here. Hopefully, I can refine it tomorrow. --Tolkyria (talk) 22:09, 20 July 2019 (UTC)
I don't understand why you're hardcoding the icons. You're not setting the property in the template, only displaying it. When Anet releases new nodes with LWS5, the template will need to be updated. Also, please make Unnamed parameter 1 use the node's canonical name because it's hard to remember which resource node have the (node) suffix when adding them them to the area pages. --BuffsEverywhere (talk) 23:50, 20 July 2019 (UTC)
Update 2: My idea how the template should look like is more or less ready, see here. Maybe some polishing needs to be done.
Setting page properties requires the correct page name, there shouldn't be any guessing involved. Therefore, I won't implement anything which uses the canonical name as parameter. However, the template checks if unnamed parameter 1 is a node, if not and if it exists with the suffix (node) the template tells it the user.
Icons, on default, are now the Has game icons from the node page.
The resource node type is somehow a problem, setting it to "Harvesting", "Logging" or "Mining" (or similar). I can't see any way to specify it automatically, it can only be set it by hand or by a very large #switch list (which will be incomplete soon). Is this property somehow needed for the map widget? --Tolkyria (talk) 10:11, 21 July 2019 (UTC)
Here's my update
  1. I've spent quite a bit of time this morning ironing out anomalies with the way we've specified which node is where + manually updated about 200 pages. This includes making Rich nodes link to the redirect instead of the regular version.
  2. I've simplified the gathering node template for the moment, and just put a switch statement in it to determine the icon. This gives me compatibility with poor inputs for the moment so I can deal with them later.
  3. I've run the bot and it's updating 869 pages to use {{gathering node}}.
The above allows us to check which nodes are where (temporarily) using User:Chieftain Alex/sandbox6 (or Form:Parameter check)
Next steps are:
  1. 1Yes Do another sweep with the robot to remove bad parameters
  2. 1Yes Split the Rich mining node pages
  3. 0No Update template to take coordinates.
  4. 0No Add coordinates of the interesting nodes to each area page using this tool
  5. 0No Either
    (A) modify [[Widget:World map/data.js]] to hard-code the coordinates once determined (my preference) + then update associated map widgets, or
    (B) update map widgets to use semantic mediawiki via the an API to find which nodes are where.
-Chieftain AlexUser Chieftain Alex sig.png 12:58, 21 July 2019 (UTC)
Adjusted my Sandbox to the current {{Gathering node}} code. --Tolkyria (talk) 14:03, 21 July 2019 (UTC)

Factoring costs into "tpgrandtotal"

I'm trying to create a table that calculates the total TP sell price of a list of items, then factoring in the cost (example below). However, I don't know enough about how class="tpgrandtotal" works enough to figure out how to perform a subtraction. Is there a place to find documentation on these classes? Any pointers would be greatly appreciated.

Item Sell Price Qty Sub-total
Mithril Ore.pngMithril Ore ... 10000 ...
Orichalcum Ore.pngOrichalcum Ore ... 156 ...
Cost 30 Copper coin 10156 - 30 Gold coin 46 Silver coin 80 Copper coin
Grand Total ...

- Ojimaru (talk) 17:35, 22 July 2019 (UTC)

Try this with line breaks: (Edit: Sorry, nevermind, that's not true, my browser initially didn't display the tp prices without line breaks.)
{| {{STDT|item right tpwrapper}} data-info="{{{info|sells}}}" data-useval="true" 
! Item
! Sell Price
! style="width:5em;"|Qty
! Sub-total
|- class="tptotal" data-id="19700" data-qty=10000
| style="text-align:left;" | {{item icon|Mithril Ore}}
| class="tpprice" | ... 
| 10000
| class="tpsubtotal" | ...
|- class="tptotal" data-id="19701" data-qty=156
| style="text-align:left;" | {{item icon|Orichalcum Ore}}
| class="tpprice" | ... 
| 156 
| class="tpsubtotal" | ...
|- 
| Cost
| {{coin|30}} 
| 10156
| - {{coin|304680}}
|-
! colspan="3" | Grand Tota
! class="tpgrandtotal" style="text-align:right;" | ...
|}
{{tp total calculate}}
For some kind of documentation, see: Widget:Tp total calculate. Missing in the documentation is data-value="<fixed numerical value representing vendor price, taken instead of data-id>". Note that data-qty can be any number, also negative integer and non-integers.
P.S. You can also join Guild Wars 2 Wiki:Discord#The Wiki's Discord to ask such technical questions. --Tolkyria (talk)
Worked like a charm. Thank you! - Ojimaru (talk) 18:30, 22 July 2019 (UTC)
Posting for future reference:
Item Sell Price Qty Sub-total
Mithril Ore.pngMithril Ore ... 10000 ...
Orichalcum Ore.pngOrichalcum Ore ... 156 ...
Cost 30 Copper coin 10156 - 30 Gold coin 46 Silver coin 80 Copper coin
Grand Total ...

Npcs and dialogues depending on order joined by the player.

Heya, recently I've faced literally a ton of NPC that will tell a special lore/flavour dialogue if you are part of a specific order. Flagrant example are Officier Rupo if Vigil and Inquest Assistant if Whispers; both in Rata Sum. So I'm ready to devote myself on that project to reference them myself even creating 3 special categories for them. I really think those are very fun easter eggs, just like the prison of the peacemakers or steam ogre after elemental. Any help like telling me an npc I haven't noticed os greatly apreciated, surely have to learn how to create a category firstly. --Inquest Overseer Ezrielia (talk) 19:53, 23 July 2019 (UTC)

Just to make sure I'm understanding it right, you want to categorize (i.e. create a category) for any NPC that has special dialogue related to the order the player is in? If that's the case, I wouldn't consider it necessary, as it would both be an exhaustive list, and it's something that's true for a larger amount of order NPCs; when talking to any of them, chances are they'll have unique dialogue if you're both in the same order. —Ventriloquist 07:58, 24 July 2019 (UTC)
That's perfectly logical for the corresponding order NPCs, the ones I suggest referencing is the unexpected ones: like said previously, you don't expect an inquest agent or peacemaker to speak to you if you picked a specific order whereas understandable for order members themselves. Could be only one category "additionnal dialogue if specific order picked" It's more an exploration addition, sure it isn't as vital as a walkthrough as example. But if someone is looking for them, it's more than hard to find them using the wiki. --Inquest Overseer Ezrielia (talk) 14:38, 25 July 2019 (UTC)
Hm, that could be interesting. I think the next logical step could be rounding up all of those NPCs, just to make sure it isn't just two or three of them, for which a category wouldn't really be useful. —Ventriloquist 17:33, 25 July 2019 (UTC)
Order of Whispers has a lot of these NPC, what actually makes sense, I guess.--Aylia (talk) 17:58, 25 July 2019 (UTC)

So did some researchs, here are the npcs concerned in Rata Sum with their location. (Order name is the one required for dialogue)

  • Synergetics Expert Pixx, VIGIL, college of synergetics
  • Regg, PRIORY, statics union
  • Pegga, PRIORY, synergetics union
  • Tezz, PRIORY, synergetics union
  • Peacemaker Officier Rupo, VIGIL, auxillary study rooms
  • Progeny Fritzi, VIGIL, auxillary study rooms
  • Marpo, WHISPERS, skibo hall
  • Flax Compound Gate Guard, WHISPERS, Idea Incubation Lab
  • Inquest Apprentice Choona, WHISPERS, Port Authority


Update: just found the ones within the grove:

  • Caol, PRIORY, caledon path
  • Gardener Oraiste, WHISPERS, garden of dawn
  • Gardener Taiscelai, PRIORY, garden of dusk
  • Momac, WHISPERS, garden of noon
  • Buih, PRIORY, scholar's terrace
  • Ghrian, WHISPERS, order's terrace
  • Liath, VIGIL, reckoner's terrace
  • Lianuna, VIGIL, Ronan's bower
  • Trom, VIGIL, scholar's terrace

Update 2: Divinity reach

  • Recruiter Riannan, VIGIL, district promenade
  • Crusader Maggod, VIGIL, district promenade
  • Alleyway Lurker, WHISPERS, eastern commons
  • Recruiter Levanche, PRIORY, kormir low road
  • Canthan Scholar, PRIORY, plaza of kormir
  • Willow, VIGIL and WHISPERS, rurikton
  • Waldheim, WHISPERS, the upper city
  • LAST PRIORY NOT FOUND maybe Halan Frohmanj, no dialogue referenced.

Update 3: Hoelbrak

  • Matilda, WHISPERS, biergarten
  • Bron, WHISPERS, eastern watchpost
  • Renni, VIGIL, lake mourn
  • Skuld. WHISPERS, might and main
  • Thyrie Bylund, PRIORY, might and main
  • Valryn Jonsdottir, PRIORY, might and main
  • Finn PRIORY, raven lodge
  • Nika Morkvist, WHISPERS, snow leopard lodge
  • Dotta, WHISPERS, great lodge
  • Rynald Tarmino, PRIORY, trade commons
  • Annika Witterfel, PRIORY, trade commons
  • Elisabet Kardijn, VIGIL, trade commons
  • Varin Magnesson, WHISPERS, trade commons
  • Tarkad, WHISPERS, veins of the dragons

Black Citadel:

  • Vigil Crusader Saxton, VIGIL, gladium canton obvious one
  • Anuris Smokebrother, WHISPERS. Junker's scrapyard
  • Shred Gnarltail, PRIORY, Ligacus Aquilo
  • Fural Rageseeker. WHISPERS, praetor's canton

Cities seems to follow the pattern to have 9 npcs depending on player order, 3 npcs per order. Apart hoelbrak.

You can find some outside cities as well like some fake inquest members which are whispers. Like to explore, not a chore will add hoelbrak and citadel soon.

--Inquest Overseer Ezrielia (talk) 08:47, 26 July 2019 (UTC)

That's quite a list, good job! I suppose the next step could be figuring out the proper category name, perhaps something like "NPCs with unique dialogue". —Ventriloquist 14:19, 26 July 2019 (UTC)
Yup, that name is already okay, maybe "NPCs with hidden unique dialogue". --Inquest Overseer Ezrielia (talk) 15:12, 26 July 2019 (UTC)

Historical content of chests

What is Wiki's stance on historical content of chests that has been removed from them since then? For example raid chests with content moved to a container available from a pop-up chest? (For example: Sabetha's Chest and Sabetha's Coffer). Ądditionally, how do I indicate that a container drops from a pop-up chest? ❄The F. Prince❄ (talk) 18:11, 5 August 2019 (UTC)

Additional question. The latest update to raid rewards moved almost all encounter rewards to a pop-up chest. These include: encounter-specific rewards, exotic equipment piece, rare equipment piece, encounter-specific coffer, magnetite/geating shards, gold, experience. How should we document such rewards? This is how such a chest looks like: [1].❄The F. Prince❄ (talk) 18:58, 5 August 2019 (UTC)

Skill tables

Over the years the skill tables (concept created in 2012 and 2013) lost its shape because additional columns (e.g. "Energy" column) have been added, columns have been removed (e.g. "Type" column isn't needed anymore, because the description states it as intro) but the individual column widths have never been adjusted to the total width of 1000px. Therefore, the right-aligned numerical columns doesn't align properly below the left-aligned headers and the description columns of the different tables jump around.

Especially on the elite specialization pages, where four different skill tables (slot, weapon, profession mechanic and trait) are used at the same time (e.g. Dragonhunter), the description columns jumps around crazily and the recharge and activation columns aren't aligned at the same position in the different tables.

Therefore, my intention is to redesign the following templates and their subtemplates all together with one concept:

  1. Template:Slot skill table row
  2. Template:Weapon skill table row
  3. Template:Profession mechanic skill table row
  4. Template:Trait table
  5. Template:Mastery table

Key points of my concept are:

  1. Mirror the format from 2012 and 2013 with adjusted widths.
  2. The description column is always at the same place for all tables.
  3. Emphasize the description column by giving it more width to the right, i.e. increase the CSS class .skills from 1000px to 100em. Note that now the skill description displays the skill type as intro making the type column more or less obsolete.
  4. The numerical values are properly right-aligned below the properly right-aligned headers.
  5. Everything is responsive.

More information can be found at User:Tolkyria/Skill tables redesign with visual explanation of the column widths, examples, and a log of my proposed changes. --Tolkyria (talk) 12:51, 23 August 2019 (UTC)

The amount of comments is not really overwhelming (of course during a hot summer) and maybe won't get better with all the new content getting added. But nevertheless, I'll try to reach some progress here.
So, lets compare the current format, which as I stated above lost its shape, with my proposed changes, again on the page Dragonhunter where different skill tables are used.
User Tolkyria Current format.jpg User Tolkyria New format.jpg
Current format: numerical values are not aligned, description column width differs for each table My proposed format: numerial values are right-aligned, description column width is the same for all tables
What is the intention of my posts? Well, I want to address this topic simply because I think the current format is definitely not worthy and we can do much better.
What do I expect from my posts? Puh, that's hard to say. On the one hand I'm looking for the approval of the current community for my proposed redesign (the initial skill format was created by the community so in my opinion it's just fair to get the legitimitation of the community for a redesign). On the other hand, of course if you heavily disagree with my proposed changes, maybe we can find together a better format, where the right-aligned numbers are actually right-aligned below the header and the description column jumping is reduced to a minimum and the widths actually sums up to the total width.
--Tolkyria (talk) 19:42, 28 August 2019 (UTC)
Tolkyria, left work earlier today + had time to review. That image above with the lines says it all. Looks good, support all changes. Let me know what CSS changes you want and they're done. -Chieftain AlexUser Chieftain Alex sig.png 15:57, 30 August 2019 (UTC)
Thanks for your feedback. I designed it for a table width of 100em, so the CSS changes required for my implementations are the following:
.table.skills { width:100%; max-width:100em; display:table; }
--Tolkyria (talk) 16:14, 30 August 2019 (UTC)
Great, done. -Chieftain AlexUser Chieftain Alex sig.png 16:25, 30 August 2019 (UTC)
If there's bot change requirements btw, lemme know. -Chieftain AlexUser Chieftain Alex sig.png 16:27, 30 August 2019 (UTC)
The 5 templates stated above are updated to the new column widths. I checked all profession pages, skill pages, etc... but if on these pages anything is formated incorrectly or just something went wrong, please let me know. --Tolkyria (talk) 19:32, 30 August 2019 (UTC)

Important Lore Terms Are Titles

Whats your thoughts on this? When I attempt to look stuff up I get directed to the Title page that happens to use the same terms as important lore terms making it more difficult to get lore information. --Knighthonor (talk) 18:10, 11 September 2019 (UTC)

What lore terms are you having issues with? Generally, any term that has common use outside of being a title should be a disambiguation page (or lead directly to the lore article, if it's important enough), rather than being a redirect to Title. —Idris User Idris signature.png 18:16, 11 September 2019 (UTC)
Like White Mantle Chosen and Flameseeker--Knighthonor (talk) 19:00, 11 September 2019 (UTC)
Okay, I've converted Flameseeker and Chosen to disambigs. (Not sure which title you're referring to by "White Mantle", though.) Please feel free to keep suggesting titles as you find them, or even fix them yourself if you like. :) —Idris User Idris signature.png 20:19, 11 September 2019 (UTC)
Changed my mind about Chosen; it now redirects directly to the precursor, with an {{otheruses}} at the top to point people towards the title. —Idris User Idris signature.png 20:24, 11 September 2019 (UTC)