Difference between revisions of "User talk:Onox792"

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m (Mission Pages: reply)
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I also made a rarity template we can use to link items in the same way we link materials and other stuff. I've made a few changes on the pages we've edited so far to take care of these things, but there are a few other things still missing (like maps and depth range). Let me know if you run into trouble while editing, or have an idea we should do/change - like a strategy section per floor, or keeping it all in one strategy section for reader convenience. It's usually just "well it's tunnels lol." -[[User:Novaster|Novaster]] 09:02, 17 May 2015 (UTC)
 
I also made a rarity template we can use to link items in the same way we link materials and other stuff. I've made a few changes on the pages we've edited so far to take care of these things, but there are a few other things still missing (like maps and depth range). Let me know if you run into trouble while editing, or have an idea we should do/change - like a strategy section per floor, or keeping it all in one strategy section for reader convenience. It's usually just "well it's tunnels lol." -[[User:Novaster|Novaster]] 09:02, 17 May 2015 (UTC)
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:I'll upload something later and we'll see how it goes. For now, use the "crossing the chasm" icon so I know where to go in and replace it, finding by using "what links here." Future editors might certainly be confused with the use of an "obsolete" image in updated pages. I'm thinking something like "generic gear." We could just upload individual icons per mission floor like we do with accessories and other recolors, but that's a lot of files and it doesn't facilitate future editor understanding of how the clockworks is tied together through status and monsters. -[[User:Novaster|Novaster]] 16:34, 17 May 2015 (UTC)

Revision as of 16:34, 17 May 2015

Check the name of the shock Bombies the next time Ghosts in the Machine is up. They're still called Surging Bombie. The poison Bombies having the same name is a bug, see source: http://forums.spiralknights.com/en/node/73774#comment-637324 ~katsy 18:25, 22 August 2013 (UTC)

Oh, i remember that post of Nick, i should check it the next time that Ghosts in the Machine is up to confirm it then - Sir Onox


RE: It is unnecessary to add the family and damage resistances when he is never fought

But he can still be Autotargeted and is still classed as a Gremlin with a weakness to Shadow. Zenihdrol 00:07, 10 June 2014 (UTC)

  • I see you left his weaknesses in his infobox and after having a quick look at those articles you linked to me, I now see that those tables are meant for generic monsters rather than Bosses. That's my bad. Zenihdrol 00:32, 10 June 2014 (UTC)


Wheel Launcher

I feel like the Wheel Launcher is more of an exploration entity than a monster. Added later, the event-exclusive frosty cousins of the wheel launcher have been seen in Grinchlin Assault.

The wheels can be targeted like a monster, and have hp and a "?" symbol in the HUD. In the game files, they are in rsrc >>> world >>> dynamic >>> traps_n_hazards >>> "siegewheel," while other monsters are in rsrc >>> character >>> monsters >>> "monster name". I don't really trust the mouseover tooltips too much because of things like tortodrones and the big iron vs. battlepods. But I also don't trust filenames because the name of an entity in the files is often not what players see in-game. The wheel launchers probably get the "?" symbol because you can't pick them up and have hp - grim totems, bomb shells, etc. get an upward arrow symbol instead and don't have hp. Items with similar behavior include the punching bags in the Private Training Hall. Non-spikey hedgehogs, on the other hand, take multiple hits to destroy like wheels, but do not have that targeting thing that shows their name and hp (as far as I can tell).

Our options would be to keep classifying them as a monster and mention them in the exploration list we've been working on, or classify them as an exploration entity only and remove them from monster-related pages.

Thoughts? -Novaster 18:43, 7 May 2015 (UTC)

Monster Visuals

If you feel like it's prudent, I've been thinking about adding visuals (perhaps even animations) that show the monsters attacking. These visuals would be added in a gallery above the existing list of monster pics. This gallery would be formatted in a way that emphasizes tier differences in available attack patterns for the monsters. We might also add encounter tutorials by linking to youtube (see the the style guide regarding videos and an example page with video links). Thoughts? -Novaster 18:43, 7 May 2015 (UTC)

Reply: A rough idea. A gallery showing tier 1-3 attacks from left to right would be a good start. I have a hunch we should go to the forums. We'll come up with something solid here and propose it there, and we should probably consider this too. -Novaster 19:24, 9 May 2015 (UTC)
Oh! Also death animations. Not really important, but the soul jelly's is hilarious. -Novaster 19:51, 9 May 2015 (UTC)


Crash Site Pic

I'd look through the files and try to find a visual like this one here. Or just a picture of the crash site, or the crash pod you see when making a knight. Or I can do that later and add in a size control parameter so the infobox stays reasonable. -Novaster 19:45, 14 May 2015 (UTC)

Oh! Since it's not exactly a mission, you probably shouldn't use the mission page format - treat it like a geographical area. Basically, if it doesn't have a card thing in the menu...ah, here, Moorcroft Manor is a good example of a geographical area page. That being said, I was planning on sprucing those up. I'd leave this mini project alone for now and focus on the new stuff. -Novaster 19:52, 14 May 2015 (UTC)
I figured out that it looked like a purple crown by friending an alt while it was still in the crash site. -Novaster 09:02, 17 May 2015 (UTC)

Mission Pages

Okay, I have improved several things. There are a few changes - these should be obvious/intuitive and make things easier to implement consistently. Check up on the documentation for these templates and see the pages they're used on for more examples:

I also made a rarity template we can use to link items in the same way we link materials and other stuff. I've made a few changes on the pages we've edited so far to take care of these things, but there are a few other things still missing (like maps and depth range). Let me know if you run into trouble while editing, or have an idea we should do/change - like a strategy section per floor, or keeping it all in one strategy section for reader convenience. It's usually just "well it's tunnels lol." -Novaster 09:02, 17 May 2015 (UTC)

I'll upload something later and we'll see how it goes. For now, use the "crossing the chasm" icon so I know where to go in and replace it, finding by using "what links here." Future editors might certainly be confused with the use of an "obsolete" image in updated pages. I'm thinking something like "generic gear." We could just upload individual icons per mission floor like we do with accessories and other recolors, but that's a lot of files and it doesn't facilitate future editor understanding of how the clockworks is tied together through status and monsters. -Novaster 16:34, 17 May 2015 (UTC)
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