I have Noa's source code and was thinking about adding some of the more technical details to the wiki. What's your suggestion for pathing pages for technical info? Or just include on the relevant page?
For example, if I were to put how shop/arena/etc rank work (they're all based on similar function) should it be on their relevant pages or on a technical page with a different title?
Either way works. As a rule of thumb, extensive technical info is best published as a full article, a subpage branching off the main namespace (e.g. Food/Technical), while brief technical info usually goes into the main article, either as a one-liner or as a relevant sub-section.
In my opinion, info that is relevant to different pages would probably be best written as its own article, say, "Ranking mechanics", in the Technical information category, and then linked from all relevant pages (e.g. Shop rank and Arena rank).
Welcome to the wiki, and thanks for sharing your expertise!
I see what you mean. Usually the NPC gets the suffix when there is naming conflict with a class/race. However, until now this happened only within vanilla or the same variant, afaik.
If we followed this now, it would create confusion, since a default namespace would be occupied by variant content, with vanilla content moved to a suffixed name. This would go against the guiding principle that vanilla content is treated as default, with variant content listed as additional matter.
With that in mind, I would recommend keeping the default names for vanilla content (NPCs in this case), and the suffix for the variant content, whether it is class, race or anything else.
But this is not an "admin" opinion, just that of another editor. I think this topic would be best discussed on the forum - let's see what others think.
This category does not show subcategories, as having any kind of population. It also does not show up in the parser when adding categories to pages. This is odd, also, on some pages it is impossible to add things to categories at least for me. For example on the Electric Cloud and Chaos Cloud pages I can't add them to cResFear tag or the cFloat either.
I'm working on these categories because finding NPCs by bitflag is a very useful thing to do if making pet teams. It also removes the disparity between wiki pages that includes lines about a bitflag, but due to their wording, does not show in the same search results, i.e; "It self-inflicts Fury" would show on pages with cTemper bitflag, and in another page, "it has the cTemper bit", would give results, but it means you would need to do multiple different searches for the same thing.
Just checked that category, and I see 21 subcategories listed, with the number of pages shown next to each subcategory. In other words, nothing out of the ordinary. Do you see it void of subcategories? Or do you mean it doesn't show a mixture of individual items and subcategories, like it shows in, say, the Items category? For individual pages to show up in a category, they have to be directly in that category afaik. Also, sometimes it takes a while for the server to update certain changes (e.g. after I deleted the three "marked for deletion" pages, they still showed up on the list for a while).
Regarding the parser not listing categories, I'm curious about the type of editor you use (visual/rich-text/source). Editing the Chaos cloud page in source editor mode, I typed "[[Category:Cr" and it listed all the cRes category options.
Thanks for the useful contributions; I think the new categories make these pages more easily accessible. Hopefully we can figure out the solutions to these issues as well.
p.s. it's also helpful to mark category additions as minor edits, both because they don't cause substantial changes to the articles, and also because this makes it easier for users to filter their Recent Changes feed. :)
I use the categories tab at the bottom of the page to add categories which doesn't enable me to make it a minor edit. Also the Chaos cloud page wouldn't save the categories themselves, nor do some of the others. For me, specifically, another user could change those pages.
Edit; nevermind this is resolved using the edit button instead.
Glad to see it worked out! Not sure why the tab behaves that way though.
For minor edits, you can set your Preferences, under the Editing tab, to make edits "minor" by default. Useful when doing a bunch of minor edits at the same time - just need to remember to switch it back afterwards. :)
Those spelling errors are, for better or for worse, a unique aspect of Elona (think "snail thr android rider, curased coffin, yerles conbat plane etc.). As such, they are documented along with other aspects of the game.
The sic tag and the category also help editors distinguish genuine in-game spelling mistakes from wikia typos by other editors.
i can't not be the only one who thinks how the current handle for combining the mod' elona plus with the orginal data is really poor
The total mess of tiny comments if a thing is changed to keep the orginal infomation and the new infomation is promatic in the long run, as well as unneeded bloat really...
Could what was done for a very few pages be expanded to any page that contains more then a few lines of text that had huge changes, as the current style both makes it more taxing to find infomation about the base game, and is not alwasys truely updated for plus
My overall impression is that the current system works reasonably well, but I agree that there is space for improvement, especially when it comes to consistency. Could you please specify which pages you consider positive examples and why?
Would probally be the most well known example, i would rather keep the orginal infomation intact at least somewhere due to people who still play the orginal or spin off mods who only enchant features not add things
I guess i just think that any topic with a any noticable amount of change should be either tabber split or page split to allow both games infomation be streamlined rather then having to sift thouth both
Well them are my thoughts, i don't think i can explain any better then this
Thanks, I see what you mean. Not a bad idea, although I still run into problems from time to time, whenever I don't know whether a particular action is vanilla or E+, and search the wrong page at first. Not a big deal as long as the page makes it abundantly clear that there is another article on the subject. So yeah, I agree with you in principle.
A concrete example: would you consider, say, Food, as a candidate to be split into vanilla and E+ pages? If so, how do you think we should go about it?
Thats would be a tricky question giving that we never did know to much about how the food system worked side form guess work that at least was 'close enough' before plus happened, and so i at least dont really know just how much of it is valid for the orginal game
I would like to have any data pertaining to the original to be accessible w/o elona+ stuff, both for people who only play elona vanilla (as it's the only one findable via the homepage) and elona+ stuff is still very volatile, a lot of stuff may not be up to date with the latest version of elona+
i would like for the url of elona+ pages to be a bit more typable tho, maybe something like /special_action/elonaplus
Hi, I'm new here (but I have been using this forum for years) and I noticed that the cupid of love has a new sprite in Elona+ (1.70 but could be earlier) and I tried editing the page, but it needs to be done in Wikitext (I think) and I don't know how (never been a member of a wiki before), I'm really sorry if it's rude to ask people like this, I'm new here but I want to help, so again if I should not be asking like this I deeply apologize.
To replace that sprite, first you need to enter source editing mode. This is how: click the Edit button as usual, then in the editing window that pops up, locate the drop-down menu button (it's a small square button with three horizontal lines on it, sitting next to the Cancel button in the upper right area). Click that menu button and select "Source Editor" (bottom option).
In the source editor, look for the following text:
|name = cupid of love
|level = 8
|race = Cupid
|class = Archer
|sprite = cupid_of_love.png
The last line in this code is the one you need to edit. Simply replace the cupid_of_love.png part with the exact filename and extension that your uploaded new sprite has. And that's it! :)
Hope this helps! And once again, welcome to the wiki! As you can see, there is much to do; we can use all the help! :)
Thank you very much!, I already made the change, I'm actually very nervous, just a few hours earlier, I made a mistake and put incorrect info on a page (^_^;). (I have already corrected it)
I will try to improve, thank you for understanding and for the help. (and patience...)
Another question, the cupid of death uses the same sprite but with a black tint, I don't know who uploaded that one , would it be okay to change it?, is there a way to add the correct tint to the image?
I know only one way of preserving the correct tint on the sprite: taking an actual in-game screenshot of the NPC, then removing all the background by making a pixel-perfect selection. I do this by aligning the screenshotted sprite with the original untinted sprite png with its background already removed. Then I make a marquee selection of the original sprite, transfer the selection to the screenshot and cut the shape out; kinda like a cookie cutter cutting the dough.
I use Fireworks, so I'm not sure if/how Paint.net can do it. But it's a fairly standard procedure; if you can obtain a pixel-perfect marquee selection and transfer it to another layer/object, should be good to go. Best luck!
Yes, there are a few ways. One is to place the NPC in a chosen map (e.g. shelter) with the map editor. Then build it/get there, and voila, the NPC is there. When finished, edit again the map to remove the NPC and restore normal state (and then, in case of a shelter, pick it up).
Another way, the only one that I use nowadays, is spawning the desired NPC using a monster ball that was modified by memory editing to contain the monster inside. NPC IDs are listed in the bestiary.
Thank you!, actually for the purposes of getting the correct sprites just going to the map editor seems enough (not for the big sprites from what I saw), you were an immense help!, sorry for any mistakes I make (or made), you do great work thanks for the help!
I'm sorry to keep flooding your message wall like this (if there is another way of talking with specific people on the wiki I don't know of it) but I used a replacement for the statue of Itzpalt and noticed that the ID shown on the wiki is wrong for Elona+ (1.70 but could be earlier, it replaced the grand parfait instead), how do I find what the Id for an item is? (looking on the map editor, I don't see coked dishes, 765 is for the red stall in the editor).
Edit: just found there is an item table (>.<) sorry for posting this (wish I could delete this...)
Glad you found it! :) No worries at all, user walls are as good as any for asking specific people. For stuff that you prefer to have input from other users as well, you can also use the Questions and Answers board on the forum.
Also, it's useful to leave answered questions like this up, as it may also help others. So, for that kind of future reference, this is the item table in question.
Hi, sorry for bothering you (again...) but while looking at the custom item sprite page, I noticed that it does not explain what each part of the planX.txt, does (some are obvious like name but there are four %txtDescrip, I thought of uploading an example image on that page (it's that one on the corner) to maybe help people who want to customize their items, but I'm uncertain on how I should post the image (I mean like where it should be, what size it should be, can it be at the bottom, that kind of thing) so what is the best way for me to do that?
There is a section on Garokk's page that deals with this topic in detail, perhaps that would be the most suitable place to put this image.
As for the way to display it, that depends on the context. If you write a new paragraph, detailing the text entries of planX.txt, then a thumbnail to the left or right of the paragraph would be helpful. If you would rather reference the image in a single in-line text, then maybe linking to the image would be more suitable. You can do that with the following syntax: [[:File:EXAMPLE.png|text goes here]], which creates this image link: text goes here.
Hi! (again) so I was trying to edit the potions page (to add the high potion of wisdom) and I don't know how to make it so that it looks like the other entries in the Elona+ section (with the image and name in a box) is there a template I'm not aware of? (I'm sorry if this a incredibly stupid question, I was never a part of a wiki before, so I'm just kinda "winging it".)
The image and name are in a single-row table, using the following format:
| style="width:48px" |[[File:I371-AquaSanctio.png]]
===High potion of aqua sanctio===
When in source editing mode, copy this, and replace "aqua sanctio" and the filename with those of potion of wisdom. Then add a bulleted list of description directly below the table, in the same pattern as the other potions.
HI, its been a long time!, hope you've been doing okay!, as usual I have a question.
As I'm working through the bestiary, adding the new monsters I see that there are several <NPCS> (named unique characters) and that a one of them is a god (I don't remember if the machinegods, doggods, suffer the god recruiting penalty, but I think they do) so if I used the same method that I used for <Gilphem>(which I'm still worried that the result had wrong resistances) of using the astral light pen, their stats and resistances would be wrong, do you know of a way that I could check their actual stats other than monster balling/ astral pening them?
Never mind this, I just used EloSnack to give me ludicrous speed and pickpocket skill, so I just stole the NPC's items, and then used the insight lens like Astraltor suggested, I will have those pages up soon.
Thanks for the help (I actually forgot insight lens was an item in the game when I posted the question 2 days ago >.<)
if an NPC has a precious item, I will have to think of something else (but if you have an idea about that, I will love to hear it!)
if the npc has a precious item, the method to do would be simply factoring that in.
if the precious item's data is not yet (accurately) on the wikia, you can ALP the npc, take the precious item from them, get hte precious item's information, and fill that in first.
it would be benefitial to have a (backup save) to load from that's loaded up on astral light pens and gifts and insight lens (or even just the inv.s1 file, which contains the inventory) and all those stats/levels to be able to check anyone.
Named uniques are not any different than regular npcs, as far as stats changes are concerned, so I wouldn't worry about, say, a pet <Gilphem> being different than the wild one. I'd just monsterball him and strip him of all equipment, then write the stats down.
Gods can be a problem due to the god recruiting penalty. I normally monsterball one first to see if it has any precious equipment, and take note of its base innate resistances sans equipment. If it spawns with anything precious, then I generate one mob in a shelter via mapedit and check its stats there through wizmode.
<The Chaos Child> would such an example. Monsterballed, the god recruiting penalty applies, but it spawns with two non-precious claws. I remove the claws, note its innate Chaos resistance and nothing else. Spawn a wild one in a shelter and note its actual stats (ignoring current attributes in favor of original ones, which are also shown).
If the god does have precious equipment, like <Melugast AO-I>, it gets tricky. I guess one could factor the changes in like Astraltor wrote above. Theoretically one could also change a wild one into a pet via modifying values in CE/EloSnack without triggering the god recruiting penalty, but I haven't played around with that.
OK!, if they have an item not yet in the game, I will just get the data from that first and steal everything else (in case of the <Melugast AO-I> he has the GAU-17 Custom so I can't steal his ammo, but the ammo barely affects his resistances, he has superb in everything but magic) I was afraid it would end up being something very complicated, I'm very relieved that it turned out to be something simple.
again, thank you everyone for the help!
also, the character I use has copious amounts of monster balls and lenses, so no worry there ^ ^.
Thanks - this is bad news. Apparently the Wikia Maps service is being quietly and gradually removed. As far as I could see, it started with some shenanigans about its real-world map feature, but why fictional maps are also being affected is beyond me.
To add insult to injury, its "replacement", MediaWiki Maps, is the very feature that was specifically NOT recommended when Wikia Maps was still a thing. Back then, the MediaWiki Maps extension could not be enabled even by admins, only by Wikia staff upon special request. Now it's a recommended "replacement". Not to us anyway, since real-world maps are useless here.
Thanks for the heads-up. I'll remove the dead link. As for the individual maps on our pages, they still work, somewhat. Just need to figure out the best way of adding them back.