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User:FizzleMaster/Sandbox/Itembox: Difference between revisions

From EverQuest Legends Wiki
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Tag: Manual revert
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-->{{#if:{{{delay|}}}|<div style="display:flex; justify-content:space-between;"><span>Delay:</span><span>{{{delay}}}</span></div>}}<!--
-->{{#if:{{{delay|}}}|<div style="display:flex; justify-content:space-between;"><span>Delay:</span><span>{{{delay}}}</span></div>}}<!--
-->{{#if:{{{dmg_bonus|}}}|<div style="display:flex; justify-content:space-between;"><span>Dmg Bon:</span><span>{{{dmg_bonus}}}</span></div>}}<!--
-->{{#if:{{{dmg_bonus|}}}|<div style="display:flex; justify-content:space-between;"><span>Dmg Bon:</span><span>{{{dmg_bonus}}}</span></div>}}<!--
-->{{#if:{{{dmg|}}}|<div style="display:flex; justify-content:space-between;"><span>Ratio:</span><span class="itemratio"></span></div>}}<!--
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"Piercing" — Rogues do not have access to a 2H Piercing skill, so the Backstab
"Piercing" — Rogues do not have access to a 2H Piercing skill, so the Backstab
auto-default checks for this exact string.
auto-default checks for this exact string.
'''Ratio shown as an empty visual placeholder:''' the Ratio row (Base Dmg ÷ Delay)
always renders when the item has a dmg value, with its label present but the value
intentionally left blank (<span class="itemratio"></span>). This mocks up how the
page is expected to look once the item upgrade tier slider is implemented — that
tool would compute and fill in Ratio live based on the selected tier, which a static
wiki page cannot do on its own for a value tied to a variable upgrade tier. The
placeholder just reserves the correct labeled position without guessing at the
computation.


'''Parameters:'''
'''Parameters:'''

Revision as of 03:14, 16 August 2026

Description

Sandbox redesign of Template:Itembox, matching the in-game tooltip's layout, wording, and field placement rather than the wiki's previous single-column free-text blob. Within each stat column, labels left-justify and values right-justify, matching the in-game tooltip's visual alignment.

Important: always enter base (Tier 0) values. EQL's item upgrade system (see Item Upgrade System) lets players raise an item's tier with motes, which increases its stats via a slider — the wiki should record only the base values an upgrade slider derives everything else from, never a specific upgraded copy's numbers.

Note on Class: the Exaltation swap system can change an item's class restriction (e.g. socketing a class-specific effect into an otherwise multi-class item can lock it to that class). Record the item's class access with no swapped-in Exaltations applied — its own original kit only.

Note on Skill: use the exact in-game skill name, e.g. "1H Piercing" rather than "Piercing" — Rogues do not have access to a 2H Piercing skill, so the Backstab auto-default checks for this exact string.

Ratio shown as an empty visual placeholder: the Ratio row (Base Dmg ÷ Delay) always renders when the item has a dmg value, with its label present but the value intentionally left blank (). This mocks up how the page is expected to look once the item upgrade tier slider is implemented — that tool would compute and fill in Ratio live based on the selected tier, which a static wiki page cannot do on its own for a value tied to a variable upgrade tier. The placeholder just reserves the correct labeled position without guessing at the computation.

Parameters:

  • itemname, lucy_img_ID — same as original
  • flags — free text, e.g. "Lore Equipped, Attunable, Quest, Placeable"
  • class, race, slot
  • size, weight, skill, delay
  • dmg, dmg_bonus, backstab (optional; defaults to dmg for Rogue-usable 1H Piercing weapons)
  • hp, mana, endurance
  • str, sta, agi, dex, wis, int, cha
  • svmagic, svfire, svcold, svdisease, svpoison, svvoid
  • focus_effect, worn_effect — a linked spell name
  • combat_effect, combat_effect_level — linked spell name + "(Req Level X)"
  • click_effect, click_effect_flag (e.g. "Must Equip"), click_cast_time, click_required_level, click_cooldown

Deliberately NOT tracked: Exaltation slot contents (which item currently provides each effect) — this is mutable player customization, not base item data. Only record an effect here if the in-game Exaltation slot shows the item's OWN name as the source.

Deliberately omitted: Ratio (Base Dmg ÷ Delay) — client-computed display value, not something an editor enters.