Template talk:InfoKeyKHX

Wait, do you really understand how these Keyblade Bonuses in KHX work? The "Bonuses" are for the position of the three cards when you draw them from the deck. Then if the Type of the card in a slot matches the "slot bonus", that card will have multiplied (by the bonus number) attack power. So, the first slot doesn't need to be "power" and so all the slots. For example, Treasure Trove's  Power-type bonus is for the third slot, not the first slot. Please fix that. 11:08, 27 July 2013 (UTC)
 * Oh, I was really thinking that it was something like that, but wasn't sure. That's why Lady Luck has two Speed bonuses. Then I know how to make it. But the coding will become a little bigger, since I have to make variables for each level of the Keyblade. I will use SlotA/B/C for the type of card that receives the bonus in each Slot, and Bonus/A/B/C for the bonus of each slot.

I'm also cropping some cards, so maybe I will crop the symbols of each type to incorporate them in the template, as well as picking the Keychains of the ones I have. And I think the KHχ Keyblades are different because, as said in the monologue, they are "incomplete versions" that need the Cards to release their powers. "So, now, about that Keyblade, yours is the same because it is in an incomplete state, it needs “something” in order for it to draw its power." Thanks for the tip, Pea!!! - 18:50, 27 July 2013 (UTC)
 * The template should take the item names as input and output the pictures, but linked to the item's page. 17:57, 17 January 2014 (UTC)

Needs an update
This template really needs to change a lot to be useful again. I'm really bad with templates so if anyone more versed could look into it that be appreciated:
 * 1) The Keyblades change their appearances every 10 levels (0-10, 11-20, 21-30, 31-40) so I think we should tab them like this in the Re:coded manner.
 * 2) The stats would be listed as a table, it's important to note that the initial appearance (without any "+") also has stats, so it would be 11 rows for the first tab and only 10 after that.
 * 3) The stats are the three attack modifiers (different for every Keyblade, includes "Power", "Speed", "Magic" or is blank, meaning it's just x1.0) and the "Keyblade Bonus" (有効キーブレードボーナス) which is a additional damage output that is added if the current Raid Boss is weak against that Keyblade. And then there is also the "EX Card Bonus" which doesn't change but is different for every Keyblade, it basically just shows the order of Reverse and Upright cards that has to be achieved to get another attack bonus.
 * 4) I'm not sure how the recipes should be integrated but I think the template is not the right place, they should be probably just listed on the Keyblade's page, maybe even tabbed because there's is one for every level, meaning 40 at the moment.
 * 5) An overview can be found here, the recipes can be found on the individual pages such as here. -- 09:02, 18 October 2014 (UTC)

New placement of japanese
Is there an official name for that? 15:01, 18 May 2015 (UTC)
 * It's called キーブレード強化, the red button that does the trick is labeled 強化する. You can't skip (or combine) upgrades but there is also no other restriction if you have all materials, then you simply have to click the button 43 times to get to the maximum level. -- 16:41, 18 May 2015 (UTC)
 * "Keyblade Enhancement" (or poss. "Keyblade Reinforcement", but I get a slightly clunky vibe off that one. I dunno, maybe the aesthetic of how they do it makes more sense for it to be reinforcement). Shard, which of those feels more accurate to you? 18:04, 18 May 2015 (UTC)
 * Maybe "Keyblade Strengthening"? 18:05, 18 May 2015 (UTC)
 * Nah, that one sounds even worse to me. 18:58, 18 May 2015 (UTC)
 * Enhancement does sound less clunky than strengthening and reinforcement, lets go with this. -- 19:16, 18 May 2015 (UTC)
 * Okay. Also, to clarify, I disliked "Strengthening" and "Reinforcement" because those two words have connotations of "Strength" and "Defense", when to my understanding the upgrading improvess all stats of the Keyblade, not just one. 19:33, 18 May 2015 (UTC)

I made a draft here. What do you think? 17:29, 19 May 2015 (UTC)
 * I like it:D I also just rembered that sometimes KHX uses English phrases, like when leveling up a card ("Exp Up!!), drawing a card ("Card Get!!) and even enhancing the Keyblade ("Grade Up!!"), that's why I named the images upgrades in the first place. -- 18:06, 20 May 2015 (UTC)

Divine Rose
None of the stat conditions apply to Divine Rose, would it be possible to check the "Keyblade Bonus" instead, this one changes more often. I would do it myself but I probably would break something important in the process. -- 18:34, 7 November 2015 (UTC)
 * I'm afraid I don't understand what you mean. What stat conditions? 18:39, 7 November 2015 (UTC)
 * I'm not really sure how the template decides when to display stats and when not because even though I filled in all details for Divine Rose nothing is displayed. -- 19:15, 7 November 2015 (UTC)
 * Could you save it to the page, so I can see why it isn't showing? 19:17, 7 November 2015 (UTC)
 * I already did;-) -- 19:24, 7 November 2015 (UTC)
 * For some reason, I missed that. Anyways, as you can read in the Notes on the template page, the 11th, 21st and 31st parameters always need to be present, as well as all parameters form +41 and above. 19:28, 7 November 2015 (UTC)
 * What's our reasoning for that? 19:52, 7 November 2015 (UTC)
 * The 11, 21, and 31 work as a switch for which tab to show and also save coding, so the template doesn't have to check all previous parameters. The 41 and up thing was added because the data for these levels was unknown at the time, but we could change it now. 20:20, 7 November 2015 (UTC)
 * Sorry, I totally missed the instruction. -- 22:18, 7 November 2015 (UTC)
 * What I mean is, why can't we code those tabs so that they are only triggered by the parameter for their own tab, as we do with Enemy? 22:29, 7 November 2015 (UTC)
 * I think I see what you mean, but the whole point of a template is to make the coding easier on the user side. We shouldn't be offloading work to them so that we don't have to code the template as robustly. I've made some changes to the template (and will try to finish them, but the concept is pretty obvious if anyone wants to do it first), is there anything that it breaks that I'm not seeing? 22:42, 7 November 2015 (UTC)