Talk:Suggestion/@comment-25683568-20150227195108/@comment-25637142-20150227203011

{{Support|I will only say "have fun with E11 Hard mode to all fellow editors and wiki staff" right here and now. Fine, put this on the grand stack of to-do list also. Perhaps people will get to this after the Front page revamp, and after the file cleanup operation and...I lost count of how many projects we have here.

Anyways, for tl dr; people This plan is basically making use of modules to generate templates double as database storage for equipment and ships. This works a bit like this: #You invoke a module with an input normally like a template invoke
 * 1) The module generate the associated template and use the input to check the database for associated parameters from its database
 * 2) Then it put the parameters drawn from database into the template and return you the result.

Since data are now stored in databases, this grants the ability of cross-module interaction.

An example invocation for {{#invoke ShipInfoKai|name=Kitakami...
 * 1) User invocation
 * 2) ShipInfoKai module search data for KTKM's stock equipment and base stats
 * 3) ShipInfoKai module uses KTKM's stock equipment to search EquipmentInfo module for specifications of the equipment, in this case, its rarity.
 * 4) ShipInfoKai module uses the ShipInfoKai template, input all the parameters for KTKM and her stock equipment, and generate an output with all the info and customized background for equipment rarity.

Needless to say, computerize all the data takes effort. So, I know someone *cough*DJ*cough* who can access the game's data directly and load them into our modules accordingly. That asides, there'll be a lot of works to be done, as said, but the implication of this is immense}}