User talk:RAP

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Welcome to StrategyWiki!
Hello RAP! Welcome to StrategyWiki. Thank you for your contributions. If you have any questions, just contact a sysop through their talk page or post on the staff lounge, and they'd be happy to help. If you need help editing, check the StrategyWiki Guide or ask a sysop, we're usually around. On the other hand, if you have ideas for StrategyWiki, bring them up on the forums. To keep up-to-date with the goings on of the wiki, consider adding the noticeboard to your watchlist.

Please remember to sign your name when leaving comments on talk pages by clicking or using four tildes (    ); this will automatically produce your name and the date. Feel free to delete this message from your talk page if you like, or keep it for reference. Happy editing! — 14:52, 20 July 2013 (UTC)


 * Is it me or did you just cut and paste a welcome message? Checking your wiki contributions, you just did. Huh. By the way, I respond people's comments here, not in their talk pages for the sake of efficient organization. --RAP (talk) 20:48, 20 July 2013 (UTC)


 * It's our Welcome template. We put it on any contributing member's talk page, regardless of apparent wiki expertise.  Few registered users are as adept at editing as you are.   Pro  cyon  04:24, 21 July 2013 (UTC)


 * Ah, that explains that. Didn't know there was a template too. Alrighty then. If you have time, can you take a look at StrategyWiki_talk:Achievements_project? Thanks. --RAP (talk) 04:32, 21 July 2013 (UTC)

No 'You'
I don't think we have the same 'You' policy here. I don't remember the exact discussion, but I think the discussion was towards, "let people personalize it". As long as it reads fairly well, there's no point restricting the authors too much. -- Prod (talk) 17:42, 21 July 2013 (UTC)
 * Yeah... I forgot to mention in the list on adding depersonalization (or having an informative tone); I was more on restricting myself from doing those and be creative about it. Those are more like my opinions that I wanted guides to be like than something that should be enforced on StrategyWiki. Will clarify that in the page. --RAP (talk) 21:14, 21 July 2013 (UTC)

PNG
I use PNGGauntlet to compressing PNG-files. Do you know of it? I will check out PNGMonster. Paco (talk) 06:57, 22 July 2013 (UTC)
 * I tried using that one, but I didn't know how to run it. It was complicated if I remember correctly (or was it something else?). That's why I still use PNG Monster. It uses all the PNG compression techniques all in one program. The only bad thing is the lack of differences between each file individually, it's the whole package. I'm sure there's a comparison chart somewhere for comparing programs on how effective the compression is, just like the many file compression techniques from various programs like 7-Zip. --RAP (talk) 07:06, 22 July 2013 (UTC)
 * really? PNGGauntlet is quite easy to use for me. Drag&Drop some images into it and choose a category (from light to heavy compressing) and then start running it. Paco (talk) 07:30, 2 August 2013 (UTC)

Bullet
There is another method that i know of: listcol Check Ultima 7 TOC to see how it works. Paco (talk) 06:57, 22 July 2013 (UTC)


 * I implemented it to the Acno ' s Energizer ' s Level Codes section page. There's one problem however: there's a small amount of empty space before the first entry. It's noticeable upon highlighting the text. It looks crooked. It doesn't apply only to the page I just edited, it applies to everything else that has this template, like the one you linked me. --RAP (talk) 07:23, 22 July 2013 (UTC)

DPL
Hi RAP. Please feel free to experiment with DPL as you wish, but do understand that they come at a heavy hit to the CPU of our servers, so don't go crazy with them. We optimized the site run certain DPLs once every so often and cache the result so that we wouldn't have to worry about people refreshing pages that contain them. Just an FYI.  Pro cyon  03:29, 27 July 2013 (UTC)
 * Eeeeh, I just want the results because I'm curious on the Top 100 Most Popular games users have looked, both the original and with guide completion 0 and 1 categories removed.
 * I couldn't get the Most Wanted stuff because it's set up differently; I wanted data of a Top 100.
 * I can just save the list manually so I don't have to use DPL again.
 * I could potentially use this data to help the wiki start, polish, or finish up walkthroughs.
 * I'm a bit surprised that you guys are using DPL in the main page, I can imagine a bunch of people going to the main page with DPL loading up.
 * I thought it would've been used in a maintenance page where less people would see it.
 * Since you said you made it sure the website is optimized, that explains why I can't get the Most Wanted data; why not apply it to the Most Popular?
 * --RAP (talk) 07:55, 28 July 2013 (UTC)

Image categorization
Usually every Image have at last 2 category. One Game Category and one subcategory like Screenshots, Sprites, Maps, etc. Paco (talk) 07:30, 2 August 2013 (UTC)
 * Nevermind that, i see you got that figured out. Paco (talk) 07:32, 2 August 2013 (UTC)
 * Speaking of stuff having to do with images, do you have any idea what's happening with these images? File:EmeraldMine Keys.png, File:EmeraldMine_Bug.png (especially check this one), and File:EmeraldMine_Spaceship.png. I rearranged them and even though the new image is rendered in the correct resolution of 32 by 32, the visual rendered incorrectly. --RAP (talk) 07:38, 2 August 2013 (UTC)
 * I see them all in 32x32 instead of 64x16 which you previous uploaded. Especially the Bug last 3 images are all the same. I think it's a cache problem, but don't worry i had it too. Paco (talk) 07:45, 2 August 2013 (UTC)
 * Last three images? After uploading the same thing, one is the same, one was reworked (the one with a slightly higher filesize, uncompressed), two of them I'm seeing are the correct images. Anyway, I tried purging all three of the images from MediaWiki link. Is it the end wiki server's problem? --RAP (talk) 07:51, 2 August 2013 (UTC)
 * Ah, right. First of three is 361 KB, then 782 KB and the last is again 361 KB. But all three look the same to me. Either that or it's a browser problem. After some time the images should show properly to you. Paco (talk) 07:56, 2 August 2013 (UTC)
 * I tested two of the other browsers and confirmed that it's not a browser-specific problem. It shows the same four images with two images being the original size in that orientation. It's definitely server specific, yet it's weird that it displayed in that manner to my end instead of yours. --RAP (talk) 08:01, 2 August 2013 (UTC)

Your Sandbox
So, you're planning to revamp the skill pages? Any specific reason to that? Now that I see it, it actually looks better. Have fun doing it, though. And if that question on your 4th sandbox is meant for answer (stupid question I know), then it's because +# is adding stats to the character (such as weapon attack, accuracy, etc), and # is just a regular variable, such as MP Cost, Damage, etc. --PirateIzzy (talk) 02:13, 30 September 2013 (UTC)
 * I was doing it completely out of the blue, out of pure curiosity; despite having no knowledge about the game, I feel that it could be improved (and also applied to other games involving changing variables upon leveling). There were odd contradictions regarding the use of Template:MapleStory/Skill desc (such as missing and repeated info, and things like simplified and detailed or official info); even the contents outside the table look funny, which is why I was considering revamping that as well. For the variable table, Feel free to check the details of how the variable table is supposed to display info: User:RAP/Sandbox/4. --RAP (talk) 02:36, 30 September 2013 (UTC)
 * Ah, ok. That answers my question. I need to figure out how to cover and phrase of both of those without being a bump in a road. I can't make it read like "plus +1 per level" (plus plus one per level). --RAP (talk) 02:39, 30 September 2013 (UTC)

It does seem like a good idea, don't get me wrong. It looks much neater. I never understood the purpose of repeating information, and I removed about half of the repeated information in the skill tables since it was just taking up space. And Nexon does make mistakes in level readouts (formulas), however, such as the Thief Skill Dark Sight's readout listing two negative signs earlier on, like this: MP Cost: 23, Duration: 20 sec, Movement Speed: --17. I usually manually remove them. If you'd like me to send you the level readouts for skills, I can gladly send you them. --PirateIzzy (talk) 03:32, 30 September 2013 (UTC)
 * If for making corrections from the potential errors that might occur in the StrategyWiki pages, sure, that would be great.
 * I checked some of the other Skill pages, and they seem to be tricky or confusing to handle regarding content (such as Rapid Fire [data beyond Level 30] and Double Down [dice roll data] from Jett class).
 * Also, I'm trying to figure out what to do with entries that only have one level, and even those that don't have stats (like Monster Rider from Beginner class).
 * It may take more time to understand and tackle the scenario here. --RAP (talk) 04:11, 30 September 2013 (UTC)

The way (most) 4th jobs skills work with the current template, the bolded part is the max level that you can achieve normally. There's a skill for the Paladin job called "Combat Orders", which works for the Paladin and anyone else in their party (a type of group for training/doing special quests). Combat Orders can raise most 4th job skills past the maximum (up to 2 at maximum level), which is why it is in Italics. As for Double Down, not sure exactly what confuses you. For skills that have one level, but have variables (such as MP cost and Damage), I'd just leave it with the variable, and not bother listing the percent. Something like this, for example, what I shall post in your 4th sandbox.

As for Monster Rider, I'll post my idea too. --PirateIzzy (talk) 04:34, 30 September 2013 (UTC)

Colored tables
In your sandbox, you should get used to just using prettytable instead of coloring columns. Unfortunately, we are against colored tables because of background color changes (our themes change every couple of years), and we just want everything to look the same here. Plus, some people are color blind. This is something I tried to fight years ago when I had to simplify a guide I was working on. -- 15:51, 30 September 2013 (UTC)
 * How have I not heard this when I'm already finished with Emerald Mine/Scoring, that uses a lot more colors? The weird thing is that I actually wanted to work on a color-blind version first but there were no wiki extensions to suggest. I think that the only way to workaround this is to upload grey shade types and shapes and implement them on MediaWiki:Monobook.css or with "" . I'm trying to figure out how MarioWiki works in that stance, particular on "The 'Shroom" section. When I working on finishing the page up with some help from, he didn't seem to mind. --RAP (talk) 17:43, 30 September 2013 (UTC)


 * Mowdow is new and this issue only comes up about once a year. It is mostly a standardization thing. It is easier for us to maintain/edit/cleanup if we don't have to interpret as much customization data, and even though it is bland, if we use it everywhere then that is what people are used to. I, and some others, use the Monobook theme (the default Wikipedia-like one), so if you're basing your table look off of how it looks in Dolphin, you may want to switch it (in your preferences) to see if there is a difference. -- 20:21, 30 September 2013 (UTC)


 * Just to weigh in here, NMH is correct, but there is also a fair amount of discretion and yielding to experienced contributors. If you were a user who only made a few edits here and there, I'd say stick to the formula, but if you're truly dedicated to maintaining something, you're welcome to experiment with new ideas.  There are some fancier table designs on the site, the like move lists for some of the SNK fighters; see The King of Fighters '99/Athena for example.  Definitely not standard, but it's been accepted as the template for those moves.  Just try to find a happy compromise between novel presentation and maintainability.   Pro  cyon  02:12, 1 October 2013 (UTC)


 * Chatted with, four years since being admin is still new? Huh.
 * I checked it in Monobook skin, the only difference is that it is somewhat larger; only can tell with a side-by-side comparison. We'll talk about the Monobook skin in another time.
 * I hope you're not mistaking the content of User:RAP/Sandbox/4 with User:RAP/Sandbox/5, which the latter is outdated.
 * Please read the notes in the "Thought Box" section in Sandbox/4, there's a purpose for those colored cells.
 * If tables are supposed to be accessible to the color-blind, please explain Yes and their buddies that utilize color; those are the ones that I'm using in the test table (with exceptions).
 * If say I should not use the colors at all, would varying shades of grey be a replacement?
 * If say I should not use the colors at all, would varying shades of grey be a replacement?

--RAP (talk) 04:29, 1 October 2013 (UTC)
 * I suggest checking User:RAP/Sandbox/0 for more examples of my experimenting on possible tables and templates incase you missed it. It will also be served as a set of examples for this project idea written in the ideals page.
 * Tables like this are a great step of advancement of displaying info away from text-based walkthroughs. Read up info quickly!
 * I checked the page you linked me and other similar pages for myself, my response is:
 * "Sorry, it looks like a mess." (if this is the final version).
 * With a bit of research and the fact that this was written up in 2009 (not sure if more development occurred since then), the attempt to add the categories for those particular fighting moves is poorly done.
 * The colors are too distracting with the text being white to compensate instead of regular black.
 * What's worse is that a certain category word like "Desperation" ruins the stability of the look by sticking the space out.
 * To nail it off, for readers using the Monobook skin, one notable difference is that the white boxes are filled with color, making it look bad.
 * One positive thing I can say is that space is being efficiently. I like that a lot.
 * Maybe I'll help you guys design a new one, or look into the Project talk page for previous attempts.
 * Maybe I'll help you guys design a new one, or look into the Project talk page for previous attempts.


 * Wow, has it been that long? Sorry Moydow. I've just never worked with you on much. Anyways, yeah there are exceptions, but I'm not sure if this should be one? Although maybe it SHOULD just because its MapleStory and you know how our traffic loves those pages. Maybe they should be extra special. -- 05:39, 1 October 2013 (UTC)


 * I think the setup of the table is actually generic enough to not be made as a specialized template and be applied to games that involve RPG elements, stats, and upgrading. I don't know if there's another example since I don't play RPGs very much. The reason I wanted to keep the table as small as possible is usually because the data lists are long. Revamping the stuff by removing the unnecessary stuff without sacrificing the details (which is tricky) would increase the accessibility and consumption speed to the end user. For revamping the Skills section in general, the way it was set up is awkward with having MapleStory/Skill desc as the basis. I tried plugging in the table into it to replace the bullet-point Level info, but it refused to do so. It seems that it's because the Level info is pulled out from the game without cleaning up (saying that I never played the game at all). --RAP (talk) 06:12, 1 October 2013 (UTC)


 * This is what a skill tooltip in MapleStory looks like: . Skill name, skill icon, then to the right is the description. Below the line is the level and the current level's bonus. The game does not let you look at previous bonuses (like our tables do). If a skill can be leveled up, the tooltip will tell you what the next bonus will be. -- 01:13, 2 October 2013 (UTC)
 * We support equal opportunity of guides :P, MapleStory is just another guide these days. -- Prod (talk) 03:02, 2 October 2013 (UTC)

If you need help with anything, I can do my best to help out if neceessary. --PirateIzzy (talk) 03:12, 2 October 2013 (UTC)

--RAP (talk) 05:04, 2 October 2013 (UTC)
 * @ and
 * Checking the image from NMH, looking at the "Skills Inventory" window:
 * Are the Skills have to be unlocked in a linear fashion? From left to right?
 * What are the symbols (Double Sword, Sword with Red Increase Arrow, and Person with Two Pluses) at the left represent? Are they subcategories of the skills? Are they consistent with each supercategory (from Beginner to Hyper Skills)?
 * Are the boxes that have a Mushroom image represent in comparison to Skill images? Empty? Unlockable skill?
 * What are the buttons at the bottom-left side? Do they open up to more skills the player can use?
 * The reason why I ask those questions is that it is critical on how I rework the Skill pages to add potential missing info for the guide. Not only that, but to rework on the custom TOC (which is large, and has pockets to space that has yet to be compressed).

--PirateIzzy (talk) 05:21, 2 October 2013 (UTC)
 * No, they're usually all given to you at once.
 * The Double Sword represents Attacking skills, the Sword with the Up Arrow represents Passive skills (skills that give you a permanent boost), and the Person with Two Pluses represents Active buffs, which are usually temporary buffs (though some can be toggled on and off, and last forever until turned off). The old UI for the skill window was a lot different, but yes, it's consistent.
 * It means empty.
 * The buttons on the bottom left are the following: Guild Skills, which are only available to people in Guilds, and the skills can be activated for a small fee, varying on the level and type of skill (skills include EXP increase, Weapon/Magic Attack, Critical Rate, etc). The next button, Mounts, represents, well, mounts that you can ride on that you have obtained over time. Some are temporary, some are permanent. Next, Macro, allows you to chain up to 3 skills to one button (for example, activating 3 buffs in a row by pressing one button).


 * Huh. That's a thing. "Attacking Skills", "Passive Skills", and "Active Buffs". Got it. Looks like I have to find a way to incorporate those categories. However, I don't think any of the Skill pages do not have that categorized with one of the three at all. Curious, what did the old UI look like? For those three buttons, "Guild Skills" are separate from being attached to the character correct? Does it also apply with the "Mount" button? I'm not sure about the latter because I've seen a Skill page that have a section on Mounts, and some of them are single skills in some sections. --RAP (talk) 05:49, 2 October 2013 (UTC)

Don`t worry about categorizing, it's fine as is. The rest I'll answer tomorrow, going to sleep now.--PirateIzzy (talk) 06:18, 2 October 2013 (UTC)


 * Ok so the game breaks down skills by job (class tier). So when you start you are a "Beginner" class in most cases, or pre-first job (these have very few skills, if any). Then you level and get to First job (a.k.a. the second tier) and so forth. There are typically 4 jobs (5 tiers) per class/character (in the image, note the tabs across the top of the window with Roman numerals - these indicate the tier). No need to categorize based on ability type, because all skills are available when you reach that job (although some have pre-requisite conditions like having a certain amount of points in another skill). Also, you cannot spend any points on a recently unlocked job until all existing skill points have been spent (basically they allocate a certain amount for each job; that way you can't save all your points to max out the best skills easily - they do this to force an end-game economy that revolves around gathering tradeable consumable items that add skill points). Also, the skill window appears to have changed. The image I linked is from a newer version of the game than I have played (I stopped playing in the spring; notice the character's level is above 200 - that was the cap earlier this year). -- 15:55, 2 October 2013 (UTC)

http://www.youtube.com/watch?v=mv7dlLukg48 ← Here is an old video of Korean MapleStory's Test Server with a revamp patch for the Pirate Job (specifically Corsair/Captain in this video), with the old skill UI (don't worry about the skill icons, they were just filler icons until the real icons were designed). Hypers skills were in their own UI, with 3 columns, S (passive stat boosts, such as Hyper Strength), P (passive skill boosts, such as Rapid Fire - Reinforce), and A (active skills, such as Power Unity). Guild Skills can be viewed by any member of a guild, and once activated, the entire guild, and the person who activated it, receives the buff for a short period of time. Mount skills are attached to the character, once you receive a consumable (for most mounts), or receive the mount and its saddle as Equipments (for the Monster Rider skill). Normally, each job has their own mount, though some jobs have none. In a rare case, the Party Quest Boss Rex (for the Resurrection of the Hoblin King PQ) drops his Hyena as a mount at a VERY low rate, as well as the saddle for it at a much more common rate (it can also be obtained with 100 Hobb Warrior Marks, dropped by Rex each PQ). --PirateIzzy (talk) 20:22, 2 October 2013 (UTC)

--RAP (talk) 22:28, 3 October 2013 (UTC)
 * I don't mean replacing the job tiers (Beginner to Hyper Skills) with the three types of Skills, but incorporating it to the page and the table. It will inform the user better on how many skills are in a particular category among the three. Does this class within the job tier have more "Attack Skills" than the other classes? If say I wanted to make go into "Pirate" class, and wanted primarily "Attack Skills" all the way as I progress through my jobs, I would articulate my thoughts upon checking the table if it is made. (Again, keeping in mind that I've never played the game at all).
 * Huh. The Mount skills stuff is going to be tricky if they are going to be in both a separate section for themselves and within the Job tiers.
 * I'm curious if there's a page on "Guild Skills" in StrategyWiki since it applies only in Guilds. I can't seem to find it.
 * Huh. The Mount skills stuff is going to be tricky if they are going to be in both a separate section for themselves and within the Job tiers.
 * I'm curious if there's a page on "Guild Skills" in StrategyWiki since it applies only in Guilds. I can't seem to find it.

I don't think we're going to bother adding more mounts to the Wiki, but I don't know. And nope, there's no guild skill page. Have any other questions? --PirateIzzy (talk) 22:45, 3 October 2013 (UTC)
 * I don't think so. I just need to hear from . What I need is the info of categorization of skills in each job tier for all classes; perhaps start at the Pirate class as the basis (the one I'm working on in the Sandbox). I'll be continuing on table implementation in the Sandbox later tonight and rework on the bloated custom TOC. --RAP (talk) 22:58, 3 October 2013 (UTC)

I noticed the table of content thing with the images, and I approve. A basic rule of thumb, the skills that ONLY give permanent boosts, and nothing temporary and no attacks, are passive skills. Attacks and actives may be obvious for the most part. The 3 skills you listed under active are actually passive (Master of Swimming, " " Organization, and Pirate Blessing), as an example. Attacks should be fairly obvious, though some of them give passive effects. However, the skill itself is still an active. Some active buffs also give passive effects, and the same rule applies. I'll give you these:


 * Pirate:
 * Active: Dash
 * Attack: Double Shot, Sommersault Kick
 * Passive: Bullet Time, Shadow Heart


 * Pirate (Cannoneer):
 * Active: none
 * Attack: Cannon Blaster, Cannon Strike, Blast Back
 * Passive: Cannon Boost

The order which they are listed is up to you. Of course, I'll be happy to help out whenever you need. --PirateIzzy (talk) 05:08, 4 October 2013 (UTC)

--RAP (talk) 08:39, 4 October 2013 (UTC)
 * Can you check the Sandbox/4 page if you have time?
 * I'm working on adding a 2nd custom TOC, one focused more on just the sections themselves, not the skills (I'm putting both that and skills-focused custom TOC).
 * I'm trying to work on communicating the user by utilizing Down Arrow symbols.
 * This is because when I first looked at the Skills pages at first sight, I thought a user can go into multiple jobs within a class, not actually having to pick one of the three jobs in the "Second Job" section, and stick to it as leveling up occurs. I found that out when I looked at the pages more closely.
 * The thing is that I can't seem to decide which one is better: B or AB. Don't worry about A, like Sandbox/0, there's a lot of thought into doing those revisions, tons of possibilities to work out as you try executing them.


 * I like A better. I read the table in a chronological order from top to bottom. I start as Beginner, then I get some choices if I want to be a pirate. No one ever sticks with a Beginner past pre-first job because it sucks and it can't be upgraded. They released a special unlockable, upgraded Beginner character/class called Ultimate Adventurer or Ultimate Explorer (for some reason we don't have a section for it - I've never unlocked it).
 * Anyways, the point is everyone upgrades their beginner so the left column with down arrow and "Common" is not necessary. If you're using "Common" as a way to group skills that all three pirate types have at a certain job level, then you should make that into a template to insert into each section. Don't put it somewhere outside of the class's skill section or people will begin to add it there themselves since it appears missing. They don't care whether it is common or not. They want it to be grouped with the rest. When someone gets to the next job class, they don't have separate pages to look at for common skills or exclusive skills. They are mixed together. That's how they want it to be presented - as it is in game.
 * The best way to do it is to have the navigation table simply link to the class sections and then under the class section have a mini-navigation table (or a bulleted list of skills as presented in game) that links to each skill. Since we can use image maps, the prettiest way to do the mini-navigation table would be to make the table out of screenshots of the skill window and then you could click on the skill icon/name in our table to link to it.
 * For the time being we can just use the skill icon and the name. Re-doing the skill template is a good idea, too. There should not be numbered parameters as there are too many. The template should be formatted to help people fill out a standard prettytable. The reason we use templates in cases like this is simply to save space. It doesn't have to look unique. -- 16:34, 4 October 2013 (UTC)