Difference between revisions of "User:Novaster/Sandbox"

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m (Wiki Stuff)
m (Wiki Stuff)
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To do:
 
To do:
 
----
 
----
*Crash Pod (or as Rhendon calls them, escape pods) disambiguation. Include furniture pod, danger lobby pods, bechamel's pod, all da pods.
 
 
*Add entire gate map visuals to galleries of mission pages? Would require some splicing. Idk, that might be too much science.
 
 
 
*Spruce up [[:Template:Area|area template]] infobox - (rename to AreaInfo like other infobox style templates, merge cells, retain format otherwise)
 
*Spruce up [[:Template:Area|area template]] infobox - (rename to AreaInfo like other infobox style templates, merge cells, retain format otherwise)
 +
:add soundtrack info to various exploration/geography pages.
  
 
*Fix trinket infobox and recipe (the heat statement doesn't make sense for trinkets)
 
*Fix trinket infobox and recipe (the heat statement doesn't make sense for trinkets)
  
*Add history to spiral starter items, like when more colors were made available etc.
+
*Add history to spiral starter items, when more colors were made available etc.
  
 
*Finish organizing color theme categories/category tags on pages.   
 
*Finish organizing color theme categories/category tags on pages.   
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*NPC page standardization
 
*NPC page standardization
 
:Make a page for misc NPCs and merge wayward pages
 
:Make a page for misc NPCs and merge wayward pages
:Add NPC dialogue information to mission pages where relevant
+
:Add NPC [[:Category:dialogues|dialogue]] information to mission pages where relevant
  
 
*Add "<nowiki>{{Prismatic Aspect}}</nowiki>" information to all relevant pages.
 
*Add "<nowiki>{{Prismatic Aspect}}</nowiki>" information to all relevant pages.
  
*Overhaul gear infoboxes and categories regarding monster bonuses
+
*Overhaul gear infoboxes and categories specifically regarding monster bonuses
 
+
*Start up "monster-themed" categories for people who like to cosplay/collect.
+
  
 
*Add sortable acc slot columns to reduce confusion regarding built-in accessories or other items. Sometimes they take up the slot, sometimes they don't! "Why" doesn't matter, only whether or not they do.
 
*Add sortable acc slot columns to reduce confusion regarding built-in accessories or other items. Sometimes they take up the slot, sometimes they don't! "Why" doesn't matter, only whether or not they do.
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*replace the template in [http://wiki.spiralknights.com/Special:WhatLinksHere/Template:Npclist/start what links here] with appropriate one
 
*replace the template in [http://wiki.spiralknights.com/Special:WhatLinksHere/Template:Npclist/start what links here] with appropriate one
  
*add soundtrack info to various exploration/geography pages.
+
*Make a page: "Crash Pod" (or as Rhendon calls them, escape pods) disambiguation. Include furniture pod, danger lobby pods, bechamel's pod, all da pods.
 +
 
 +
*Make a page: "Alchemy Path"
 +
 
 +
*Turn [[Visual Encyclopedia/creature]] into a "list gallery," showing all the information it currently has in a user-oriented sortable format. Include name, image, class, tier, status, and possibly a narrow notes/keyword column.
 
}}
 
}}
 
<!--===============================
 
<!--===============================
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*Battle Sprite "gallery" code mimic. Ask Clotho to move sprite images to better names once established.
 
*Battle Sprite "gallery" code mimic. Ask Clotho to move sprite images to better names once established.
::Done: 27 February 2015
+
:Done: 27 February 2015
  
 
*Fix informative text area of [[Accessory]] page
 
*Fix informative text area of [[Accessory]] page
::Done: 01 March 2015
+
:Done: 01 March 2015
  
 
*Fix switch for category regarding "obsolete" in-game official stuff vs. "retired" guilds. <strike>Or just make retired guilds obsolete? idk. Must decide later.</strike> Decided to go with switch.
 
*Fix switch for category regarding "obsolete" in-game official stuff vs. "retired" guilds. <strike>Or just make retired guilds obsolete? idk. Must decide later.</strike> Decided to go with switch.
::Done: 03 March 2015  
+
:Done: 03 March 2015  
  
 
*Alchemy Paths update (Thanks [[User:BlarghBlargh|Skepticraven]] for making template)
 
*Alchemy Paths update (Thanks [[User:BlarghBlargh|Skepticraven]] for making template)
::Done: 11 March 2015  
+
:Done: 11 March 2015  
  
*Make a single plug-n-chug template for linking SE and another for linking Color themes (instead of one template per SE and one template per Theme)...<strike>Maybe even a single category linking template for all these aesthetic things. switchy switchy</strike> - nah...also, fix "[[Prismatic Aspect]]" information on individual item pages. <strike>Maybe make a [[:Category:Linking Templates|linking template]] for this too</strike> -nah.
+
*Make a single plug-n-chug template for linking SE and another for linking Color themes (instead of one template per SE and one template per Theme)...<strike>Maybe even a single category linking template for all these aesthetic things. switchy switchy</strike> - nah...also, fix "[[Prismatic Aspect]]" information on individual item pages.
::Done: 12 March 2015  
+
:Done: 12 March 2015  
  
 
*Add date of release information to accessory lists. This should aid in clarity - what should users expect? New players should get an idea right away about how/when things are put into the game...
 
*Add date of release information to accessory lists. This should aid in clarity - what should users expect? New players should get an idea right away about how/when things are put into the game...
::Done: 20 March 2015  
+
:Done: 20 March 2015  
  
 
*Notes column of [[Costume]] page (make it like accessory page)
 
*Notes column of [[Costume]] page (make it like accessory page)
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*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.  
 
*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.  
 
:Reason: bleh!
 
:Reason: bleh!
 +
 +
*Add entire gate map visuals to galleries of mission pages? Would require some splicing. Idk, that might be too much science.
 +
:Reason: just link to the geographical area, only include super special areas encountered exclusively in the mission.
 +
 +
*Start up "monster-themed" categories for people who like to cosplay/collect.
 +
:Going to just mention related costumes on monster pages, and monsters on costume pages+main list. Future editors can make this category if they wish.
 
}}
 
}}
  

Revision as of 19:05, 23 August 2015

Wiki Stuff

Maps

Template:MapList/doc - Documentation for the template of the lists below:

Basic Clockworks

Map Visual Mission or Area Level or Segment Notes
Map-Compound-L-1A.png No official description for this area. Compound L Notes:

ACTUALLY THIS IS AN I. I'm too tired to fix it right now, and I've made about 15 mistakes in the past hour, so it's time to give this a rest. This module features four spike traps. It potentially has a small med cache to the right.

Map-Clockwork Tunnels-L-1A.png No official description for this area. Clockwork Tunnels L Notes:

There is a button hidden in the area, likely under one of the six individual crystal blocks.

Map-Clockwork Tunnels-I-1A.png No official description for this area. Clockwork Tunnels I Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH. Puzzle potential here, with rocket puppies - use their rockets to hit switches if this version is encountered.

Map-Clockwork Tunnels-L-2A.png No official description for this area. Clockwork Tunnels L Notes:

Spikes retract after all turrets are defeated.

Map-Clockwork Tunnels-L-3A.png No official description for this area. Clockwork Tunnels L Notes:

This example was found in: Clockwork Tunnels: Wild Path (Depth 19).

Several shankles patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational. Sometimes the areas are cluttered with destructible blocks.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. This area is quite hazardous, perhaps it would be a good idea to lure enemies out of it, then fight them.

Map-Clockwork Tunnels-+-1A.png No official description for this area. Clockwork Tunnels + Notes:

There are two statues somewhere in the area. They should be placed on top of pressure plates. This provides access to the center, where there is a button that opens the rest of the gates.

Map-Clockwork Tunnels-+-2A.png No official description for this area. Clockwork Tunnels + Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH.

Map-Clockwork Tunnels-L-4A.png No official description for this area. Clockwork Tunnels L Notes:

Monsters spawn when entering the area. Pressing the button spawns more monsters and opens the gate.

Map-Clockwork Tunnels-I-2A.png No official description for this area. Clockwork Tunnels I Notes:

This example was found in: Clockwork Tunnels: Wild Path (Depth 19).

Turrets spawn when entering the area. Go around the perimeter to access switches. Defeat monsters in center to continue.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. Take advantage of the layout. Go to the perimeter and shoot across the gap to defeat enemies, instead of fighting in the center.

Map-Clockwork Tunnels-T-1A.png No official description for this area. Clockwork Tunnels T Notes:

This example was found in: Clockwork Tunnels: Infernal Passage (Depth 24).

A turret spawns on each of the corners of a hole in the center. Monsters spawn in divided sections. Loot such as Treasure Boxes can appear in these sections.

Monsters can be trapped in the respawning block areas.

Map-Clockwork Tunnels-T-2A.png No official description for this area. Clockwork Tunnels T Notes:

This example was found in: Clockwork Tunnels: Infernal Passage (Depth 24).

Two shankles patrol a T intersection.

Core

Map Visual Mission or Area Level or Segment Notes
Map-Core-Start-1A.png No official description for this area. Core Start Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Players start in a large area safer than the rest of the level with an Arsenal Station available.

Map-Core-Start-2A.png No official description for this area. Core Start Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Players start in a small area safer than the rest of the level with an Arsenal Station available.

Map-Core-D-1A.png No official description for this area. Core D Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

A small dead-end ledge with loot.

Map-Core-D-3A.png No official description for this area. Core D Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

A small dead-end ledge with loot.

Map-Core-D-2A.png No official description for this area. Core D Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

A large dead-end ledge with a key.

Map-Core-D-4A.png No official description for this area. Core D Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

A small dead-end ledge with a key.

Map-Core-T-1A.png No official description for this area. Core T Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Three paths meet and separate in a puzzling spiral.

Map-Core-+-1A.png No official description for this area. Core + Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Four paths meet and separate in a puzzling spiral.

Map-Core-L-1A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

The path takes a turn through angled terrain.

Map-Core-+-2A.png No official description for this area. Core + Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Four paths meet and split in a diamond formation.

Map-Core-+-3A.png No official description for this area. Core + Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Four paths meet in a large flat area and lead elsewhere.

Map-Core-L-1A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-2A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-3A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-4A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

The path takes a turn through some stairs and platforms.

Map-Core-L-5A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-6A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-7A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-L-8A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Two monster fights triggered by party buttons at either end.

Map-Core-I-1A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

The path goes through a puzzle involving buttons and switches. Monsters spawn to hinder progress.

Map-Core-I-2A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-I-3A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-I-4A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-I-5A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

pending

Map-Core-I-6A.png No official description for this area. Core I Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Several switches allow progress through gates. Potential mandatory battles.

Ah, it would be "Clockwork Tunnels," not "clockworks tunnel." I think I need to make a bunch of redirects for exploration entities (button) etc. If you look at the discussion page of the exploration page, you can see another project growing there. Unless you did that "clockworks tunnel" to be clever so it's not the actual thing when we publish :P -Novaster 13:49, 14 March 2015 (UTC)

No, it was unintentional. It's late here. --HexZyle 14:23, 14 March 2015 (UTC)
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