Welcome to StrategyWiki![edit]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! — Moydow T · C 14:52, 20 July 2013 (UTC)
No 'You'[edit]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)
PNG[edit]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)
Bullet[edit]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)
DPL[edit]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. Procyon 03:29, 27 July 2013 (UTC)
Image categorization[edit]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)
Your Sandbox[edit]So, you're planning to revamp the skill pages? Any specific reason to that?
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)
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.
Colored tables[edit]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. --Notmyhandle (talk • contribs) 15:51, 30 September 2013 (UTC)
--RAP (talk) 04:29, 1 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)
--PirateIzzy (talk) 05:21, 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)
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 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 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:
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)
--RAP (talk) 04:32, 5 October 2013 (UTC)
--PirateIzzy (talk) 04:57, 5 October 2013 (UTC)
--RAP (talk) 09:30, 5 October 2013 (UTC)
My only qualm with 4C is that there are two tables of data, one normal and one collapsable, which is really unnecessary. It's basically like writing the description twice in the old prettytable template, just taking up space (which I am still in the middle of fixing). --PirateIzzy (talk) 18:31, 5 October 2013 (UTC)
--RAP (talk) 21:23, 6 October 2013 (UTC)
--RAP (talk) 22:31, 6 October 2013 (UTC)
Actually, don't edit the Warrior Skill Page yet (if you were planning to), at least not until the RED patch comes to GMS (I know it's a few months away, but it'll save the effort). I recommend Thunder Breaker, Dawn Warrior, or Wind Archer for revamping. --PirateIzzy (talk) 23:13, 6 October 2013 (UTC)
@ Notmyhandle (talk · contribs) I was hoping to save you the effort, but fine. I'll post the categories for both pre-RED and post-RED. I'll post the names of translated names, so they are subject to change. Just look at pre-RED for now. --PirateIzzy (talk) 23:42, 6 October 2013 (UTC) To both of you, be sure to read the notes when I make edits to the Warrior skills page. Sad to say that I have somewhat limited time right now because I have other things to do later tonight. --RAP (talk) 00:17, 7 October 2013 (UTC)
@ Notmyhandle (talk · contribs) How do you suggest we separate skills shared by only 2 jobs? Should we make a separate section, like you did for Common Hypers? --PirateIzzy (talk) 01:44, 7 October 2013 (UTC)
--PirateIzzy (talk) 22:43, 7 October 2013 (UTC)
Okay, now to figure out how it works. I'm not sure where the id tag would go, especially if one common skill has 3 different icons. --PirateIzzy (talk) 01:44, 8 October 2013 (UTC)
MS Test template and ToC overhaul[edit]Here is the new section for easy access.
The thing about the icons, I know what you mean that each skill should have the same icon, but Warriors (and Archers) gain skills post-RED that have a different icon for each job, meaning that there WILL be multiples, whether we want them or not. I also would rather not list them separately like I did before, so maybe if there's a way to add multiple icons (I doubt there'd be a use for more than 3 icons), that could work. I do like the new template now, and I especially like that it actually goes to the skill now when there's a link to it (e.g. Weapon Mastery, because it didn't do that before. Oh, and is there any way to hide the word "tooltip" from the tables? --PirateIzzy (talk) 00:25, 9 October 2013 (UTC)
I didn't mean multiple skills with the same icon (I don't like duplicates either), I meant multiple icons for a common skill, such as Rush post-RED, since Heroes, Paladins, and Dark Knights all get Rush, with the exact same function, MP cost, damage, and mobs hit, but each job has its own icon and effect for it (Heroes have a red one, Paladins yellow, and Dark Knights have dark-purple). The same goes for Warrior Leap (Warrior's Flash Jump post-RED), and Double Jump (Archer's Flash Jump post-RED). --PirateIzzy (talk) 01:50, 9 October 2013 (UTC)
Well, it could go up to 3, but that works. --PirateIzzy (talk) 02:56, 9 October 2013 (UTC)
For the icons, do you want them uploaded like they appear normally, such as this, or would you rather have them uploaded as if you were hovering over the icon with the mouse, such as this? The thing is, it's easier to find them normal, but I know a lot of skills appear like the latter. --PirateIzzy (talk) 23:27, 9 October 2013 (UTC)
Nah, I meant how an icon lights up when you hover over it vs. how it normally appears (for example, File:MS_Skill_Rage.png , comparing the first version uploaded by Auto Prod Bot, the normal one, and the hovered-over one that Zienth uploaded). I was wondering which one I should upload, the lighter version or the normal version. --PirateIzzy (talk) 03:33, 10 October 2013 (UTC)
--PirateIzzy (talk) 21:23, 10 October 2013 (UTC)
--PirateIzzy (talk) 18:32, 12 October 2013 (UTC)
So, how exactly are we going to decide which template to use? Will there be a poll or something? --PirateIzzy (talk) 20:39, 13 October 2013 (UTC)
Alright, so when are we going to have a poll? I think we're ready, unless there are other template changes you guys plan to do? Oh, and @Notmyhandle (talk · contribs), I'm wondering if we could change Avoid on the Monster Template to something such as PDR/MDR. Avoid hardly matters anymore. And yes, I have asked you before, but we still kept it the same. --PirateIzzy (talk) 04:48, 24 October 2013 (UTC)
PDR/MDR are Physical/Magic Damage Reduction, the monster stat that reduces your damage by a certain percent, unless you have the % ignore defense stat. For example, most normal monsters have 10%, while some have 5%. Most bosses have 25% and higher, especially the high-end bosses. Von Leon, for example, has 55% PDR and 52% MDR. Avoidability does still exist, but since accuracy is so easy to come by, the purpose of it is barely noticeable. --PirateIzzy (talk) 20:44, 24 October 2013 (UTC)
MapleStory skill template overhaul vote[edit]Please see StrategyWiki:Staff lounge#MapleStory skill template overhaul vote. We need your input. --Notmyhandle (talk • contribs) 16:22, 24 October 2013 (UTC)
Alright, fine, I'll re-add the second variables. --PirateIzzy (talk) 21:52, 1 November 2013 (UTC) Your level notes from Template:MapleStory/skill/Documentation[edit]--Notmyhandle (talk • contribs) 03:43, 6 November 2013 (UTC) Level data table[edit]The table consists of three parts: Variables, Numerical Changes, and Level Data.
Returned, and wowed by the work![edit]
Thanks for noticing! It looks great, thanks to you. Also, the reason I changed the +# to # is because I kept the + symbol in the changes, like when movement speed goes from 1 to 2, I wrote +1 and +2 with the Yes2 template, since that is a stat being added. The readout doesn't need to say "Add +x per level", when it basically means the same thing as "Add x per level". I created this template as a way to check which job skills are complete and converted to your format, with several footnotes about certain jobs. --PirateIzzy (talk) 00:16, 21 December 2013 (UTC)
I can see where you're coming from with that, but I see it the way I see numbers in algebra or math in general, you don't say +2 times +5 (at least not where I live, I'm not sure about other places), you just say 2 times 5, but -2 times -5 is still used. And yeah, I've been the only one working on updating the skills, and I also had work for school, so my time was limited. I'm on break now, so I should be able to do more. --PirateIzzy (talk) 02:07, 21 December 2013 (UTC) "What happens if the changes on the skill are condensed to a sentence or two? A different way has to be tackled. This is the first time that this has been implemented in the finalized version." To answer this, I usually add it into the header using the hover-over explanation. For example, what you did with the skill Dash for Pirates. --PirateIzzy (talk) 02:56, 21 December 2013 (UTC)
Well, Pirates didn't receive huge changes compared to Warriors (as you may have noticed), Magicians, and Bowmen. Here is the extraction of skill changes from Southperry.net. --PirateIzzy (talk) 04:12, 21 December 2013 (UTC) LEGO adventure ports[edit]I think all of the LEGO adventure games are exactly the same across game consoles, aside from minor differences like achievements. I assume hand held console ports are different, but these days the hardware is good enough that they could do rough exact ports, so that has to be identified on a case-by-case basis, unfortunately. --Notmyhandle (talk • contribs) 17:10, 31 March 2014 (UTC) Replacing non-animated GIFs with PNGs[edit]With the latest update that somehow renders GIF files to not display the images and animation properly when cropped, it brings me an opportunity to convert them into PNGs (with equipped compression, and necessary editing to reduce filesize). Well, after a bit of workflow tweaking and testing. I decided that in the future, the files (images) that I will upload that is not a replacement of a GIF with a PNG will have a unique description only, and not just the rest of the upload types I've done. It would've taken far too long to compress and think up a description. Additionally, I'm just going to change the filetype name, not the filename; that took too long as well; althrough, there are certain filenames that may subject to be renamed if the gamename is too obscure or if the subject of the image doesn't match up to the name. --RAP (talk) 07:07, 5 April 2014 (UTC) Broken GIF thumbnail issue[edit]This is the issue already brought up on Prod's page and Staff Lounge. However, it is related to the below issues. Here is a great example, as well as a bug that fixes the problem (very odd). In this diff all of the GIFs work. However, go back to the previous revision, and the normal thumbnails do not appear (even though they did not have the word thumb in their code). --Notmyhandle (talk • contribs) 00:37, 8 April 2014 (UTC)
Replacing PNGs with more compressed PNGs[edit]I don't understand why you uploaded replacement .png files for the Donkey Kong version screenshots when there was nothing wrong with them. Also, you did not complete the process, which was a mess. I know you're trying to be helpful, but byte saving techniques do not need to be applied retroactively. That's one reason Procyon or Prod haven't used their bots to change all Image->File for us. I do that to help teach people that Image is deprecated. The bonus is that it is byte saving. --Notmyhandle (talk • contribs) 20:20, 5 April 2014 (UTC)
Old image files use-linking problem[edit]@Notmyhandle (talk · contribs): Is it me, or is that despite applying the edit on Template:Secret of Mana/Enemy that changes from GIF to PNG so that the GIF versions will be deleted, the wiki still thinks that [[:File:SOM_Dark_Funk.gif]] is still used, and not File:SOM_Dark_Funk.png? I tried purging with "?action=purge" and "?action=purge", but no dice. --RAP (talk) 21:13, 6 April 2014 (UTC)
@Notmyhandle (talk · contribs): 24 hours later, and unfortunately it's not fixed by itself. Curious thing: While working on EarthBound stuff, the same situation happened with this image (GIF, PNG); interesting thing, I made the following edits containing this image directly: EarthBound/Table of Contents, EarthBound/NPCs, and EarthBound/Ness. As a result, the wiki will finally recognize something has changed and remove the links from the GIF version and transfer it to the PNG version. The odd thing is that because the image used in a template (Table of Contents) that is used in most of the pages, the wiki will not recognize it in the rest of the pages that has image because it passively renders the template, and will not properly correct itself. So the weird way to fix it is to made an edit on a page that contains that linked image for the change to occur. Edits that indirectly change the images (like a template instead of a game page) do not seem to be detected. That doesn't seem right, we're supposed to be informed if we can delete the unused images properly in a timely manner, or confirm that the images should be deleted after being replaced by another image. --RAP (talk) 23:18, 7 April 2014 (UTC) Clone image categories[edit]Hi RAP. Before I answer your question, I really want to thank you very much for taking on the task of converting those images and reuploading them. I appreciate that tremendously. It's actions like that that have made me consider you for nomination for administrator. You raise a very good question. I would say that if a screenshot of a clone only appears in the originating games guide, they should be categorized under the name of the game guide they appear in. Ultimately, if a clone or derivative work gets its own guide, the image itself can be re-categorized from one game to another. The game image categories are largely to make sure that no image goes uncategorized, and to make it easier to find similar images, since wading through the Screenshots category can be quite painful, especially if the filename starts with a letter near the end of the alphabet. Procyon 17:25, 5 April 2014 (UTC) Effort vs. Payoff[edit]Hi RAP. I just wanted to chime in and make sure you understood where NMH was coming from. We do appreciate all the efforts you make to try and fix they site. Sometimes your concerns align well with the staff's concerns, and other times they don't. That doesn't mean you have to stop when they don't align well, but it can cause the staff to worry when a lot of changes are happening very quickly and it becomes hard to manage them all. You're rather efficient at what you do, so you tend to create a lot of edits to patrol in a short period of time. I certainly appreciate your focus on bandwidth, but the ratio of the amount of effort you're putting in to saving the user on bandwidth versus the ultimate amount you're saving them is unfortunately very small. The ads alone dwarf the content on even our biggest pages. On the flip side, helping out with presentation, and especially adding new content, is a change that both the users and the staff can identify very quickly, and will be much more immediately appreciated. Keep up the great work. Procyon 14:44, 15 April 2014 (UTC) Welcome back[edit]Hi RAP, welcome back. No, unfortunately there hasn't been any update concerning broken GIFs, although I thought I recall Prod (talk · contribs) telling me that they were supposed to have improved. Ironically, I went to look at Astro Warrior and did not observe any broken GIFs, so it's concerning that the problem may differ from client to client. Which web-browser are/were you using? And no, there haven't really been any significant discussions on SW, at least none on the scale of the whole SMB2 issue. It's been a relatively quiet summer. I am personally on a mission to put a skeleton guide in for Youkai Watch because I think that game is going to be huge once it gets released in English, and I want SW to be at the top of the Google searches. Feel free to help out if you're interested. Procyon 22:03, 8 September 2014 (UTC)
Notmyhandle (talk · contribs), it will take a while before I decide to switch to the latest skin after several stares, looks, and performing functions of the UI; attempt for transition is hindered by being occupied in education. Curious (and as a chance to convince me to hasten the switch faster), what encouraged you to switch from Monobook to Dolphin (the latest skin)? How long did you use the old skin before finally moving on? --RAP (talk) 05:18, 11 September 2014 (UTC)
Hmm...I'm gonna see what I'm going to do Notmyhandle (talk · contribs), starting up the replace-a-thon of GIFs that look broken when thumbnailed. I'm going to be busy the weekend after this day unfortunately; next week. --RAP (talk) 00:53, 12 September 2014 (UTC)
All caps[edit]Please do not use all capitalized letters anywhere on this site. We use sentence case, so 'Note: sentence is the syntax we use (where sentence begins with a lower case letter). --Notmyhandle (talk • contribs) 16:36, 11 September 2014 (UTC)
Oh, Procyon (talk · contribs), I was working on both of those pages before I was called out by Notmyhandle (talk · contribs), and somehow plugged that link here instead of the other link when being called (and made tweaks based on NMH's feedback). Both of them were written by you before. --RAP (talk) 01:52, 12 September 2014 (UTC) |
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