Difference between revisions of "Template talk:Pricing info test"
(New page: == Weapon and armor NPC pricing info == {| class="wikitable" ! rowspan=2 | Rarity !! colspan=3 | Weapons !! colspan=2 | Armor !! colspan=2 | Weapon boards !! colspan=2 | Armor boards |- ! ...) |
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+ | == Syntax Error == | ||
+ | Programming is difficult enough; programming mixed with wiki markup hurts my head, eyes, and several other organs; so I'll just point this out and leave it to the experts to fix. | ||
+ | *If you leave the both the sell and buy prices blank, both will display "N/A". The sell price should never be N/A, for obvious reasons. | ||
+ | *Marking the buy price as "N/A" and leaving the sell price blank gives an error, apparently since the equation is trying to multiply a letter and a number. It should display "?" or something similar instead. | ||
+ | The easy fix is to manually enter in something for both buy and sell when the values are unknown, but this seemed worth pointing out anyway. If I get a chance later I can try to self educate myself on this madness. - [[User:Sekani|Sekani]] 12:35, 1 May 2008 (CDT) | ||
+ | * Alright, I took care of the sell price thing, so now it displays ''unknown'' by default instead of ''N/A''. For the buy price, I could always do a switch where if you insert something like ''NFS'' for ''not for sale'' or just ''N/A'', it would get rid of the equation and allow for manual insertion of the sell price. I think I can do that, at least. I may mess around with that later. - [[User:EspioKaos|EspioKaos]] 13:33, 1 May 2008 (CDT) | ||
+ | |||
+ | == Rounding down == | ||
+ | Last week I messed around with a rounding function that I could add to the equations used in this pricing template. This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price. Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up. This makes sense normally, but in the game's case, decimals are always rounded down. (The sell price for a 350 Meseta board is 17, not 18 Meseta.) So, does anyone know if there's a way to alter the rounding function to make it round down? If not, it's no big deal. You can manually override the sell price, so it's still possible to have the template display the correct value. - [[User:EspioKaos|EspioKaos]] 11:28, 1 May 2008 (CDT) | ||
+ | |||
== Weapon and armor NPC pricing info == | == Weapon and armor NPC pricing info == | ||
{| class="wikitable" | {| class="wikitable" | ||
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Since it appears you have more free time than me at the moment, perhaps you can somehow work this info into your template(s). All values have been self-checked for accuracy. - [[User:Sekani|Sekani]] 18:01, 18 April 2008 (CDT) | Since it appears you have more free time than me at the moment, perhaps you can somehow work this info into your template(s). All values have been self-checked for accuracy. - [[User:Sekani|Sekani]] 18:01, 18 April 2008 (CDT) | ||
+ | * Yeah, it's been pretty slow at work over the past week, so I've had plenty of time to do things like this. XD Thanks for the info. Originally I'd planned on having prices auto-fill based on rarity and manufacturer, but then I ran into so many exceptions to the rules with it (Crea weapons, Kubaras, line shields with unique sell prices, event items, units with variable prices despite being the same rarity, etc.) that I opted to go for the current style that uses an equation to fill in the sell price if a buy price is entered. I'll look into it more later, though. I might be able to incorporate some of the basic info but still keep the option open to fill in your own values to override values that fall outside the norm. - [[User:EspioKaos|EspioKaos]] 18:40, 18 April 2008 (CDT) |
Latest revision as of 18:33, 1 May 2008
Syntax Error
Programming is difficult enough; programming mixed with wiki markup hurts my head, eyes, and several other organs; so I'll just point this out and leave it to the experts to fix.
- If you leave the both the sell and buy prices blank, both will display "N/A". The sell price should never be N/A, for obvious reasons.
- Marking the buy price as "N/A" and leaving the sell price blank gives an error, apparently since the equation is trying to multiply a letter and a number. It should display "?" or something similar instead.
The easy fix is to manually enter in something for both buy and sell when the values are unknown, but this seemed worth pointing out anyway. If I get a chance later I can try to self educate myself on this madness. - Sekani 12:35, 1 May 2008 (CDT)
- Alright, I took care of the sell price thing, so now it displays unknown by default instead of N/A. For the buy price, I could always do a switch where if you insert something like NFS for not for sale or just N/A, it would get rid of the equation and allow for manual insertion of the sell price. I think I can do that, at least. I may mess around with that later. - EspioKaos 13:33, 1 May 2008 (CDT)
Rounding down
Last week I messed around with a rounding function that I could add to the equations used in this pricing template. This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price. Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up. This makes sense normally, but in the game's case, decimals are always rounded down. (The sell price for a 350 Meseta board is 17, not 18 Meseta.) So, does anyone know if there's a way to alter the rounding function to make it round down? If not, it's no big deal. You can manually override the sell price, so it's still possible to have the template display the correct value. - EspioKaos 11:28, 1 May 2008 (CDT)
Weapon and armor NPC pricing info
Rarity | Weapons | Armor | Weapon boards | Armor boards | |||||
---|---|---|---|---|---|---|---|---|---|
Buy | Sell (20%) |
Kubara sell |
Buy | Sell (20%) |
Buy | Sell (5%) |
Buy | Sell (5%) | |
1★ | 350 | 70 | 35 | 1000 | 200 | 180 | 9 | 400 | 20 |
2★ | 800 | 160 | 80 | 2400 | 480 | 350 | 17 | 960 | 48 |
3★ | 2000 | 400 | 200 | 6000 | 1200 | 1000 | 50 | 2400 | 120 |
4★ | 8600 | 1720 | 860 | 18000 | 3600 | 4300 | 215 | 6000 | 300 |
5★ | 18500 | 3700 | 1850 | 45000 | 9000 | 9250 | 462 | 15000 | 750 |
6★ | 35000 | 7000 | 3500 | 95000 | 19000 | 23400 | 1170 | 31500 | 1575 |
7★ | 90000 | 18000 | 9000 | 210000 | 42000 | 60000 | 3000 | 52500 | 2625 |
8★ | 165000 | 33000 | 16500 | 360000 | 72000 | 110000 | 5500 | 90000 | 4500 |
9★ | - | 50000 | 25000 | - | 104000 | 165000 | 8250 | 130000 | 6500 |
10★ | - | 54000 | 27000 | - | 112000 | - | ? | - | ? |
Since it appears you have more free time than me at the moment, perhaps you can somehow work this info into your template(s). All values have been self-checked for accuracy. - Sekani 18:01, 18 April 2008 (CDT)
- Yeah, it's been pretty slow at work over the past week, so I've had plenty of time to do things like this. XD Thanks for the info. Originally I'd planned on having prices auto-fill based on rarity and manufacturer, but then I ran into so many exceptions to the rules with it (Crea weapons, Kubaras, line shields with unique sell prices, event items, units with variable prices despite being the same rarity, etc.) that I opted to go for the current style that uses an equation to fill in the sell price if a buy price is entered. I'll look into it more later, though. I might be able to incorporate some of the basic info but still keep the option open to fill in your own values to override values that fall outside the norm. - EspioKaos 18:40, 18 April 2008 (CDT)