Template talk:Weapon Infobox

New parameters for refined weapons
Race conditions would occur if rows for refined weapons are created through Template:WeaponUpgrade, because that template would have to grab certain fields from the unrefined row populated by this template, which may or may not have been committed (this actually happened with a cyclic dependency for when I migrated  ). Therefore, refined weapons will be defined here, following naming consistency with unrefined parameters. First, will be renamed into something more general like WeaponUpgrades, and have these columns: Next, this template will add these parameters: Migration will follow these steps, similar to what I did for and : Last thing: is required to be unique, so refined weapons will simply append the uppercase path to the name (which SIDs already do), e.g.  . (Currently  already uses  so Heroes won't suddenly get refined weaoons in their base sets.) --HertzDevil (talk) 06:26, 3 December 2018 (UTC)
 * The upgrade costs from ;
 * and, which can be joined with  (  should not be used);
 * The stats from, because for example does not display Life and Death's contributions on the weapon description box;
 * and, which replace   and   in.
 * refinePaths: Valid refine paths separated by commas, e.g. . They will be used to assemble other parameters below (using Skill1 as an example), unless the argument is exactly , in which case the actual paths will be  ,  , or   depending on whether the weapon is exclusive or a staff.  will have an extra   column that stores the lowercase path for each refine.
 * refineStatsSkill1: Added stats for the Skill1 refine, e.g.  for melee weapons, and   for ranged weapons. Stored by the new refines table. Excludes gains from added refine skills. These are also automatically derived if not given and refinePaths is.
 * statModifiersSkill1: Full stats for the Skill1 refine, e.g.  for . Automatically calculated from statModifiers and refineStatsSkill1 if not given. This is the  field for each refine.
 * iconSkill1: File name of the refine icon, excluding  and   (the template supplies them). Applicable to skill paths only, since stat paths always use the same icons. Replaces the   fields from  and is stored into  directly.
 * upgradedEffect: New description to use for refined weapons instead of effect.
 * effectSkill1: Added description of the skill, e.g.  for refines giving . The actual description stored would be  ; the base and added parts will be stored into WeaponUpgrades for templates that need it.
 * refineSP, refineMedals, refineStones, refineDews: Costs shared across all refines. They all stay in WeaponUpgrades.
 * 1) Modify this template and store refined weapon properties using this infobox;
 * 2) Fix existing weapon queries so that they do not display refined weapons where unneeded;
 * 3) Convert queries on existing refined weapon tables to use the new fields;
 * 4) Delete the old refined weapon tables, but keep their  lines and comment out the   lines;
 * 5) Convert Template:WeaponUpgrade so that it becomes query-only, taking no arguments at all.
 * 6) Check that nothing is broken;
 * 7) Batch-remove template arguments from invocations of Template:WeaponUpgrade;
 * 8) Delete the remaining traces of the old tables.
 * Seems good. Maybe the iconSkill# field could contain the file extension as well, since the TemplateData extension and Cargo define a File parameter/field as just dropping the File: part so  for example, and it would let other file extensions be used. Not a large problem though since all images end up being .png files.  Shouldn't upgradedEffect be tied to the refine path as well instead of just one parameter, just in case different refine paths ever yield a different base description? Endilyn (talk) 03:14, 4 December 2018 (UTC)
 * will do in that case (with  being the current path), it can be omitted as long as no weapons do so. There is also a new parameter: upgradedMight now stores the Mt after refines (which we cannot derive back from the final   if the added skills give their own stats).
 * Also, refineSP is just the SP cost of the refined weapon (it is internally the same field), so will not store them. --HertzDevil (talk) 09:58, 4 December 2018 (UTC)

Not displaying any graphics for certain innate weapons
The Weapon Infobox template should have a check for if the "Image?" condition is true, and defaulting to that. That way we can avoid needing a Blank image file. This is only a suggestion, and you can veto it if you want. --TheBreakingBenny (talk) 21:50, 22 January 2020 (UTC)
 * It does have the parameter  which is used mostly for Beast weapons which don't have any image files associated with them in the game's code. Weapons such  and  do have image files associated with them in the game's code, they're just 8x8px or 100x100px transparent .webp files. Markfeh (talk) 00:25, 23 January 2020 (UTC)