User:Darkness@legacy41966669/Sandbox

There used to be a lot of writing in here, but it was random so I just deleted it.

Redo for the bottom of the HTML page
For specifying the colors to be displayed in a template or style command, we use what's called a hex triplet. Hex triplets are a six-digit, hexadecimal number used in various computing applications such as HTML, CSS and JS. The three bytes, or each pair of two digits in each hexadecimal code stand for the RGB (red, green and blue) components of every color. Each byte represents a number between 00 to FF in hexadecimal notation which represent the shade of each of the color components. A hex triplet is formed by adding together three bytes in hexadecimal notation, in the following order: Byte 1: red value Byte 2: green value Byte 3: blue value

For example, in the color where the values are decimal numbers, i.e. red=127, green=255, and blue=212. (The decimal numbers 127, 255 and 212 are the same as the hexadecimal numbers 7F, FF and D4) You create a hexadecimal triplet by adding together the 6 hexadecimal digits together. In this case, 2468A0. If any one of the three bytes has a value less than 10 in hex code or 16 in decimal code, a 0 must be added to the beginning of the byte so that the triplet always has exactly six digits. For example, the hex digits 06, 07, and 11 would form the hex triplet 060711, or this color.

Hexadecimal code like this can be used in any place when you are required to list a color, such as with the style "color" command. For example:


 * 1) FF0000 = Red


 * 1) 8A0808 = Dark Red


 * 1) FF0080 = Pink


 * 1) 4C0B5F = Violet


 * 1) 08088A = Dark Blue


 * 1) 58D3F7 = Light Blue


 * 1) 00FFBF = Teal


 * 1) 088A08 = Green


 * 1) 00FF00 = Light Green


 * 1) FFFF00 = Yellow


 * 1) FFBF00 = Mustard Yellow


 * 1) FF8000 = Orange

For an extensive article on hexadecimal code, click here.

Gallery Sandbox
Whether you know this or not, I'm going to make a gallery page for the Shop page as suggested on the talk page. Here is a list of what the gallery looks like so far. Feel free to edit it, remove files, or add files as you like. Files of images I need to add to the gallery:

Skyward Sword
''' I am done! '''

Ocean redo
Oceans are large bodies of water which often connect to major landmasses in the Zelda series. Various oceans have appeared in the series, and they often are unique. They appear in The Adventure of Link, Link's Awakening, Majora's Mask, Oracle of Ages, The Wind Waker, Phantom Hourglass, Spirit Tracks and Skyward Sword; however they appear most in and, as most of the game is centered around the ocean and sea transportation, however the idea of using an in-game boat to navigate large waterways is also seen in games such as SS undefined as a minor form of transportation.

The Adventure of Link

 * See also: Palace on the Sea

The fifth dungeon in, it is also the first appearance of an ocean in the Zelda series, that being the "sea" that it is on.

Link's Awakening
Link travels through a unnamed ocean/sea during a terrible storm. When lightning strikes down on Link, he is thrown off the boat and finds himself on an island called Koholint Island The name of the ocean is not mentioned in the game.

Majora's Mask

 * See also: Great Bay

In Majora's Mask, the western region in the land of Termina, the Great Bay, is a sandy coast bordering a large ocean to the west of Termina that stretches as far as the eye can see, but a mysterious fog prevents anyone from going too far off of the land. It is here where the Zoras live and also the location of the Great Bay Temple, the third dungeon of the game.

Oracle of Ages

 * See also: Sea of No Return, Sea of Storms, Zora Seas

In Oracle of Ages, there is a large ocean to the south which is separated into smaller divisions, but together it is called Zora's Sea. It is home of the Zoras.

The Wind Waker
In the The Wind Waker, the ocean Link traverses across is the Great Sea. It is composed of forty-nine islands set up in a 7x7 grid. There are three main races of this ocean: the Koroks, the Rito, and Humans.

Skyward Sword
The Sand Sea, a large desert sea, is home to the Sandship, the fifth dungeon of the game. The sea, however, has evaporated over time and turned into a large patch of quicksand. To navigate the Sea, Link must activate a Timeshift stone in a boat, activating the boat and returning a patch of quicksand around the boat to it's present state.

I'm not done yet!

=Command page merge= It was discussed here.

Original Part of the Command page
A mixture between direct and indirect control of secondary characters can be exercised when Link is transporting with the help of someone else. For example, Epona (who appears in Ocarina of Time, Majora's Mask and Twilight Princess)takes Link from one place to another by running forward, but it's Link who steers her in the proper direction (left or right), gives her acceleration and stops her; not to mention that he can attack with arrows or the sword (only in Twilight Princess) from his position. Various other characters in the series, including Ricky, Moosh, Dimitri and even a Kargarok can be controlled in a similar way.

Original Part of the Playable Secondary Characters page
In most Legend of Zelda games, Link is the only one who makes a major effort to defeat evil, through exploration of dungeons and victory against enemies and bosses; also, without his intervention in sidequests,most of the non-playable characters never see their troubles solved, assuming they're not in danger of dying. And when there are allies that do help the young hero, they generally perform their correspondent actions, without needing the help of Link, and thus not being controlled by the player. In some games, however, this is not the case; there are allies that not only help Link through his quest, they can be temporarily controlled by the player, generally through an ability from the protagonist to guide them. When this happens, the control scheme is similar to that to play as Link, albeit obviously more restricted since they don't have in common the same skills or the same tools, and thus what they can do doesn't go beyond what the games' situations or conditions demand to them. And in most cases, controlling these characters are one-time features, so it's ensured that there is nothing optional in the games that can only be obtained by them. Over the course of years, fans have suggested this feature to be available for Princess Zelda, though it wasn't until Spirit Tracks when this idea finally came into fruition (as far as canonical games go, of course).

Merged
In most Legend of Zelda games, Link is the only one who makes a major effort to defeat evil, through exploration of dungeons and victory against enemies and bosses; also, without his intervention in sidequests,most of the non-playable characters never see their troubles solved, assuming they're not in danger of dying. And when there are allies that do help the young hero, they generally perform their correspondent actions, without needing the help of Link, and thus not being controlled by the player. In some games, however, this is not the case; there are allies that not only help Link through his quest, they can be temporarily controlled by the player, generally through an ability from the protagonist to guide them.

This ability to control other characters can be classified in two types: Direct and indirect. The former type is the most common, and is based on Link using an item or attribute that allows him to control the character in question.The latter type is when the character himself/herself becomes playable without Link having a direct role on his or her actions.

When this happens, the control scheme is similar to that to play as Link, albeit obviously more restricted since they don't have in common the same skills or the same tools, and thus what they can do doesn't go beyond what the games' situations or conditions demand to them. And in most cases, controlling these characters are one-time features, so it's ensured that there is nothing optional in the games that can only be obtained by them. Over the course of years, fans have suggested this feature to be available for Princess Zelda, though it wasn't until Spirit Tracks when this idea finally came into fruition (as far as canonical games go, of course).

Sometimes, character's actions change as a direct result of Link's actions; for example, Epona (who appears in Ocarina of Time, Majora's Mask and Twilight Princess)takes Link from one place to another by running forward, but it's Link who steers her in the proper direction (left or right), gives her acceleration and stops her; not to mention that he can attack with arrows or the sword (only in Twilight Princess) from his position. Various other characters in the series, including Ricky, Moosh, Dimitri and even a Kargarok can be controlled in a similar way.

Non Canon, Fanon, and Theory
Here are new ideas for various templates:

I just discovered that you can't place 2 navboxes in a row or it crashes the Wiki!

Non-Canon Info
Non-Canon Information: The following article or section is not Zelda canon and shouldn't be taken as such.