Hello. How do you make the screenshots of new skins so that they have the exact same posture as the skin's other color variations? I want to do it by myself to replace some placeholders I added (e.g. Sulfuron Uther).
I just go into the skins and screenshot, then crop. The pose is virtually identical, so long as I don't move the character around. The only time this is a problem is with heroes like Brightwing who constantly flap no matter what :P
Would you like to enter my italian Wiki Heroes of the Storm in your language? In order to broaden the search to users of different nationalites! I put your english, and shortly will insert other.
Hi, I was wondering if you could do me a favor. The current greeting template for the wiki has me as the user 'welcoming' new editors. I was wondering if it could be altered to not have my account on the template, as I'm afraid that I'm not a major contributor to the wiki nowadays.
I am the creator of the Italian Wiki Heroes of the Storm, and I would have a question for you. How did you make the rotation heroes on the main page of your Wiki? I tried to create it too, but it's really very difficult!
It is very difficult indeed! Another team actually came in and did the lion's share of the work on that - especially the technical aspects - and I just did some polish.
You would need the following in order to get it to work:
There's two talents that do two entirely different things, but they have the exact same name.
Rampant Growth as performed by Malfurion, and then there is the new talent for Lunara called Rampant Growth which "inceases nature's toxin damage to slowed heroes by 50%".
I made a thing: {{infobox hero}}. Hero pages can show infoboxes using only a couple lines, while we keep the actual data in a single repository: {{hero data}}. Only Raynor and Tassadar have full info in the repository, because I didn't want to waste effort in case you don't approve.
Having an independent repository lets other pages reference the data; you can find a current working example at bottom of the Hero page as a general list of heroes (though it still needs range data). We could extend this type of data table to other areas, such as sortable health and damage tables. When a patch arrives, a single repository encourages editors to update more hero stats because they can do so all in one page.
I'm going to have to veto the infobox use on hero pages :P I've found the opposite to actually be true with users; in fact, I'm in the very laborious process of converting over an entire site that used something similar. The old admins departed and new users just threw up their hands because all they wanted to do was edit a single card page, not hunt down what template linked to it.
That being said, I do like the idea presented at the bottom of the Hero page. It's unlikely that sweeping changes would ever be made to the hero data page, so all we'd really need to do is stay on top of the new heroes that come out.
My English parser is struggling with your second paragraph. You like what's at the bottom of the Hero page, but you would prefer it not come from an independent repository?
Also just out of curiosity what is the other wiki you're having to convert back?
But you would not like other things generated from repository data?
On another note, then, there are some aspects of my variant infobox that may still be desirable. For example, it automatically generates the health regen value (since it's the same for everyone but Murky), has a static entry for movement speed (so it's always displayed, but doesn't have to be input as a parameter), and dynamically shows mana/brew/fury info based on a resource parameter. It also separates the "base" and "per level" values of damage and health which means their formatting wiki-wide can be conveniently changed and consistent.
My bad - was flying out the door to an appointment.
For portable infoboxes, we try to avoid parser functions as much as humanly possible. The simplest way to express info is preferred, especially with new uses for that data coming down the line.
Is there someplace that more comprehensively details future plans for portable infoboxes? I have no problem using them but preliminary searching has only given me information on current implementation syntax instead of background, philosophy, and intent.
I think the video here might shed some light on it.
In the future they'll serve as the mechanism for the collation and presentation of data - kind of like you've done with the hero chart - and they'll also enable data presentation across a variety of devices. People understandably think that just means mobile and desktop, but it means much more than that. Essentially it enables us to present the data through any device that has access to the internet.
Clarification: The following wall of text is in light of {{hero data}} not being used. So, standard per-page info as you intend.
As I see it, the infobox markup is still under heavy development, and its developers intend to further expand and adapt it in order to account for unusual cases. In our case, the two things that don't have full support are:
Multiple data sources in a single element (e.g. health at level 1 + health per level). The video mentions the ability to perform queries, and in our case that might look like "heroes with highest health," which is difficult for a computer to ask when "health" looks like "740 (+120)". Such functionality doesn't yet exist, but when it does, having "base health" and "health per level" as separate data sources will be important. So, even though it's not technically proper infobox markup, I feel we should presently have a "{{{health}}} (+{{{health_inc}}}" kind of format until better support arrives; when it does, it'll be an easy transition. tl;dr separate variables for the base/increment values of scaling stats like damage and health
Conditional, but non-variable, data (e.g. "resource" is set to "mana" so set "mana" to 500). As you know, I'm more than happy to omit this kind of data, but if it must be displayed then it should at least be displayed in a not-generally-editable way. If level 1 mana is presented as "hey, here's an infobox parameter" then editors may go and set the mana value to 500 for everyone, but then if Blizzard makes a change to starting mana, that's dozens of heroes that need to be edited when it really should have been in one spot because it's a consistent resource. For unconditional non-variable data (movement speed) it's no problem because it's always there and it's always displayed, but because having a mana value is conditional upon having mana in the first place, that's really only well-handled by parser functions. tl;dr ParserFunctions aren't ideal but result in the least maintenance with the most consistent presentation
tl;dr tl;dr we should get as close as possible to current "correct" infobox implementation while remaining practical
For now let's leave the infoboxes as they are - there are more important matters to contend with at present. For instance, the talents table needs to be converted to something that retains its look, but works on mobile.
I'll toss your first suggestion over to the guys working on the boxes to see what their opinion is on the matter. I already know their response to the second, which, as mentioned, is to avoid parser functions, even if it makes things a little more labor-intensive (which I'm perfectly fine with handling).
What I meant was that both points are valid use cases that are not currently covered by proper infobox markup. I would love to use exclusively proper infobox markup, so having both of these points implemented would be ideal. That is to say: I agree, we should avoid parser functions, and if the markup itself can perform the same task, that would be wonderful.
Regarding the talents, I never understood why they were organized as such anyway. I feel like a standard list with show/hide buttons for each talent level would be plenty sufficient.
I know how it's organized, but not why it's organized that way. Is a partitioned list of shown/hidden levels so bad? It exposes the talent content to the page for editing, preserves the top-down flow of the rest of the page, and uses a function already built into Wikia (the show/hide function), which I can only presume works fine on mobile.
It is safe to assume at all times that my tone is one of curiosity, exploration, and experimentation. Any sense of aggression is not intended, and is a byproduct of my tendencies of forthrightness and intellectual confidence (not to be confused with intellectual rigidness). If nothing else, interpret my phrasing as if I am on the autism spectrum: at face value, with no connotations or subtle implications.
More specifically, if you're referring to the italics in my previous post, they were only there to emphasize the words I was comparing; I was not, and am not, upset or anything.
Just contacting you to get some information as to why those two minor edits I performed on Sgt. Hammer's and Falstad's pages were restored to their previous revision. It was a minor aesthetic which seemed logical. I'd like to know if anything was done incorrectly so as to avoid doing so again in the future.
That's strange, because I'm seeing black, unused space on my end and that's what I was originally fixing. Now I'm officially confused. Do you know why I'm seeing black where there shouldn't be any?
Apparently on Firefox it's showing as fine on my end - but when I check Chrome I'm seeing the same black spaces you are. I'm going to give it a whack tomorrow.
They should be showing correctly across all browsers now. I'll take a look in this next week and make sure the remainder of the talent sections do likewise ;)
The Web Content Accessibility Guidelines recommend that body text have a 7:1 contrast ratio with the background. I feel that, since over 5 percent of this wiki's readers have color vision deficiency, we should make sure they can always read clearly without straining.
The main link color on this wiki is #9b2bc2, only a 3.1:1 ratio against the main background. To reach 7:1 against the main background, without changing the hue, it must be lightened to at least #d96fff. To reach 7:1 against the message wall post background and recent changes background (and other sidebar areas), it must be lightened to at least #dd7dff.
While it may be true about the background, the ratio between the surrounding white text and proposed link color would only be 2.7, which also must be taken into consideration, else it will blend with the normal text.
If you can find a happy medium between the two, it's certainly worth considering.
The ability to discern a difference between shades is much easier than the ability to read without straining. After all, if the contrast ratio of link text to background was 2.7:1, you'd definitely be able to see something is there, but it would require much more effort to actually read.
This is kind of a subjective measure but I've been using a monochromatic filter plugin for my web browser, and this is how a page looks while using the lightest link text mentioned above: [1]. It is fairly close, but I feel it nicely straddles the line between easy-to-scan-for and not-distracting-from-body-text. (For comparison, the current color: [2].)
Hello, I was hoping you might take a look at User:ProtonZero/Raynor for suggested changes to the formatting of the main infobox and ability tables. I feel that it is cleaner, with colors that are easier on the eyes, and presents information in a more compact form that is easy to scan. The current infobox has multiple redundancies; for example, all heroes have identical movement speed, all mana-using heroes have the same capacity and regeneration, and health regeneration scales directly with maximum health.
If you decide that these alterations are not for the best, please let me know what improvements could be made, with as much specificity as possible. Thanks :)
We're pretty happy with the way the current infoboxes are. When they were first created there were differences in movement speed (Abathur and Falstad come to mind) and there's no guarantee that won't change down the line. The same can be said of mana. Even if they remain the same, people do like to see the stats anyway, since visitors generally don't have that memorized.
For the abilities section - while I do agree that yours is more aesthetically pleasing, the current model works very well on mobile, which is something that has to be kept in mind across all sites going forward. You can actually hop onto your phone and take a look at it for yourself to note the differences ;)
Our talents section, however, doesn't work on mobile without side scrolling :( If you could find a way to keep the current look on desktop but make it mobile-friendly, that would be greatly appreciated.
My disagreement with showing the redundant data is that it implies the data is different between heroes. Sure, the movement speed is precisely 4.398 (or whatever) but does that number actually mean anything to someone looking at the statblock? In the case of a particularly curious player, they should be able to find that information on, say, a movement speed page (which can also have other useful things like a list of abilities that affect movement speed). Similarly, health regeneration and info on mana can be found on their relevant pages. An infobox should provide key information with limited effort from the reader. A player looking for an important piece of data used to alter their strategy against a target shouldn't have to wade through four lines of information that are identical for all heroes. If movement speeds stop being identical, then that can be addressed when it happens, but in the meantime I feel that displaying it actually causes more confusion.
Regarding ability blocks, I took a shot at a visual redux of the current one which can be found at User:ProtonZero/Skill. It looks nice and clean in the mobile preview.
Changed the markup from table to div because tables are yucky.
Decreased font size slightly to match infobox data (a visual cue that the reader is once again looking in an area with high information density).
I changed the width from width:x% to max-width:440px, which yields the desired effect on large screens without crippling itself on small screens.
Separated the resource cost from the resource type. This is useful if anything wants to use the data for math purposes, or if in the future the wiki decides to use something else to denote the resource type (such as an icon).
I'm going to have to continue to disagree about the infobox content. If all we're talking about is four lines, it literally takes less than a second to skip them. If we were talking about a paragraph on a page, then I'd agree that it would be more confusing.
As for the skill template, I'll have to take a look at it in-depth, probably next week, but here are some initial thoughts:
I'm not beholden to tables by any means.
Let's stay with default font size. That can certainly be a topic of discussion later, but for now I'd like to see how it looks.
Looks great on mobile.
Max % is preferred due to the fluid layout. Larger screens need to use the full width. The reason it's a variable right now is so the abilities section can nestle right next to the infobox rather than having an enormous gap.
Cost/type suggestion seems reasonable to me.
I haven't delved too deep into it, but if we can in any way use the same variable names as the existing template, that would cut down on work if/when there's a carryover to a new template. Like I said, I haven't jumped into the code yet, so if you already did that, then ;)
Using the full width of the page reduces the readability of short paragraphs, and alters the aesthetic to be less visually balanced within the ability block. I changed the width from 440px to calc(100% - 285px), which will set it to the exact amount of room left over from the infobox (270px width plus 15px padding), so it ranges from 433px to 573px as needed.
I returned the font size to normal.
The variable names are all the same, but the resource and cost of each ability will need to be updated throughout the wiki.
Regarding text color, I had originally matched the color usage of the in-game ability descritions, where the resource cost is highlighted the same as numbers in the description. Is the cyan shade appropriate for brew and fury? I'm also not sure what color cooldown should be, so I just defaulted to white for the moment.
Also, do you have any aversion to the {{ap}} template for highlighting and formatting numbers in ability descriptions? It allows for easy color customization later, and you can also easily change how you want to format numbers that increase with level. For instance, instead of "110 (+10 per level)" you could do "300 (100 + 10 per level)" if you wanted values normalized for level 20, or "110–400" if you wanted to show a range from level 1 to 30.
I'll have to hop in later to the game, but iirc the resource colors are the same. I'll check on that and cooldown color tonight, as it's simple enough to pop in later.
I'm not going to worry too much about the font colors. In-game, the resource/cost is the lighter blue, while the cooldown is the darker blue seen in the talent template. But how it looks right now is fine.
That being said, it appears the icons aren't lining up correctly for some reason: Zeratul#Abilities.
Ah, I see. I'm not at my computer for a few days, but my best guess is that the icons are trying to clear on the right in such a way that it pushes below the infobox. The precise markup generated by the image wikitext would need to be analyzed.
Resolved. The built-in image alignment thingy sets both float:right and clear:right, and the latter was pushing the icons down below the infobox. I rearranged the code so the image itself isn't declared as floating to the right, but instead is inside a <div> that floats to the right, without the clear:right. Sorry that took so long for me to get to.
since the last time, I a bit understand Heroes (Templates), I talked with Hawki and code designer(Jorge and his team), to get permission to take the code to my Wikia, thankfully they both are positive(allowed me) but I want also have your persmission before doing anything(if possible), cuz you are one of the main admins here and also thanks to you, I learned this kind of design. so can(/may) I use my sandbox to learn those code here? and can I later take it to my wikia?