Wiki to-do

This list is being maintained by S3Ld0m. You can modify it at will.

Wiki to-do list
Priorities: Ports, Events, Officers, Qualities, Items and Monsters.

General

 * Remove Stories and Circumstances from Qualities.
 * Update Qualities image categories to reflect the above.
 * Add any missing item or story to respective page - Cargo, Curiosities, Ship equipment, Qualities, Story Event, Random Event.
 * Ensure navbox'es are in place when needed: shop, story event, location and so on.
 * Ensure standardization of pages.

Missing images

 * A Tryst
 * Medical details from the Acolyte
 * The Screaming Sage

Bugs & Notes

 * Something Awaits You value description are the same: 50 and 85; 13 and 86; 11 and 90; 14 and 84; 55 and 100
 * In The Alarming Scholar interaction, the action for Judgements' Egg is misspelled as Judgement's Egg
 * In the Once more event in Station III, the Propose that the Scarred Sister replace her action doesn't give Phoebe's Fate = 3 [ Dark Duties ]
 * In the Once more event in Station III, the Propose that the Scarred Sister replace her action doesn't give A Dream of Red, as stated in the game files.
 * In the A Skilled Crewman event, the Permit it action gives you +1 x The Gods of the Zee: Salt's Attention instead of setting it to 1. If you already have The Gods of the Zee: Salt's Attention = 1, it will become 2. This then can be used in Hunter's Keep for getting +2 x Iron with the Luncheon with the sisters: Cynthia action. The user Yak managed to get +4 x Iron.
 * In the Tomb-Colonists in Irem event, you gain The Gods of the Zee: Salt's Attention and The Gods of the Zee: Salt's Curse.
 * If you dock while using supplies to repair your ship, the ship will continue repairing once you leave port, but you won't have any control over the ship and move at speed 1 (though you can still deactivate repairs and then move normally)
 * If you put a blemmigan ashore in Adam's Way you will immediately go back to the initial screen and have to repay the toll to enter.
 * The Objective: Tomb-Colonists range value 601-650 refers to The Tour continues. To Khan's Heart! but it's actually Khan's Glory.
 * In the Auroral Rupture event, the Take cover action has a Veils challenge without failed and successful outcomes.

Tables
Click on Expand on the right to view the content. In order to create a table, do the following:

It is best to use width with percentages than pixels to ensure the same fit size across resolutions. You can change the width for each individual category if you think that it should get more space. The width system works from first to last, meaning that if you increase the width on the last and the first categories, the last one won't increase as much. It will look like this:

If you want it sortable, just add sortable to class.

It will look like this:

If you want it collapsible, just add mw-collapsible to class. If you want the table to start collapsed, add mw-collapsed as well.

It will look like this:

Table usage
The names for each category depend on which page you are putting the table on.

For the various actions, you require specific formatting:
 * For interaction pages, the categories are Actions, Requirements, Effects and Notes.
 * For items, in the obtaining section, the categories are Item location, Action name, Effects and Notes.
 * For items, in the obtaining section, for events the categories are Random event name / Story event name, Effects and Notes.
 * For items, in the obtaining section, for shops the categories are Item location, Shop name, Buy price, Sell price and Notes.


 * Actions don't require any formatting
 * Requirements use   in the beginning, followed by an image and ending with   
 * Effects follow the requirements, with an exception. If an action has a result name, it starts only with 
 * The result name has the following format: "Result name"
 * Challenges have ( X for 100%) or ( X% to win) in case of Luck challenges.
 * Challenges require rowspan="x" where x is the number of outcomes. Usually is 2 for Failed and Successful events.
 * Failed, Successful and Rare events have also formattting:
 * For failed events use style="border-bottom: solid 1px #1D4952; background: #002020;" align="center" | Failed event.
 * For successful events use style="border-bottom: solid 1px #1D4952; background: #002020;" align="center" | Successful event.
 * For rare events use style="background: #002020;" align="center" | Rare event (X%).
 * Effects have the following formatting for negative or positive outcomes: -X or -X
 * If an effect triggers an event or goes to a location, the format is the following: Go to Location or Trigger event: Event.
 * If an effect changes a certain quality, use the following format: [ The quality status value description ].
 * Notes don't require any formatting unless it's a game note. In that case, you use Game note: The game note 

It will look like the following:

Images
Click on Expand on the right to view the content. Image size is 23px for icons, 42px for interactions and 260px for infobox.

Usage:
 * SS fuelsmall.png
 * SS Interactions Fallen London.png
 * SS Locations Hunter's Keep.png

Misc Info

 * "Nature":1,"Category":5000 - Stories
 * "Nature":1,"Category":5050 - Accomplishments
 * "Nature":1,"Category":37000 - Circumstances


 * "Nature":1,"Category":1000 - Ship Conditions
 * "Nature":1,"Category":5500 - Ship Conditions
 * "Nature":1,"Category":33000 - Ship Conditions


 * "Nature":2,"Category":106 - Officer / Mascot
 * "Nature":2,"Category":150 - Curiosities
 * "Nature":2,"Category":200 - Cargo


 * LevelDescriptionText - Journal
 * ChangeDescriptionText - Interaction

Difficulty

 * "DifficultyLevel":20 = 34 to 100%
 * "DifficultyLevel":25 = 42 to 100%
 * "DifficultyLevel":30 = 51 to 100%
 * "DifficultyLevel":40 = 67/68 to 100%
 * "DifficultyLevel":50 = 84 to 100%
 * "DifficultyLevel":60 = 100 to 100%
 * "DifficultyLevel":75 = 128 to 100%
 * "DifficultyLevel":100 = 167 to 100%
 * "DifficultyLevel":150 = 251 to 100%
 * "DifficultyLevel":200 = 334 to 100%

This actually depends on the tested Quality's DifficultyScaler value, which is 60 for most (but not all!) qualities. The actual formula for the 100% value seems to be: 100 * DifficultyLevel / DifficultyScaler

For example, for DifficultyLevel:80 with standard 60 Scaler gives us 100 * 80 / 60 = 133.3 for 100%

MestreLion (talk) 14:59, 8 March 2016 (UTC)