#General Wiki Chat
1 messages ¡ Page 2 of 1
Hmm this sentence is a bit misleading then .-.
curve function is like this, it goes up infinitely but the more you have, the little it gains you actual benefit
Hmm so if you don't mind, can you help me understand this plot, as the axises are unlabeled
sure
This one is for Output = Curve(Input, 50, 25, 75), so exactly what we have for to hit calculation
the Input is "Dexterity / 4 + Strength / 2 + Throwing"
Input is grown linearly, but you can see the output (actual to hit number) start to grow slower and slower
For input of 300, you have and output of about 150x
for exmaple
okay so how does this work when factoring in the enemies stats? Because afaik this graph has to assume constant values
enemy stats are only used for evasion calulation I think?
Let's say, you are using thrown weapon, and your
Dexterity / 4 + Strength / 2 + Throwing = 300
Then your TO HIt base value is Curve(300, 50,25,75) + 75 which is about 225%
This is what is displayed on your item I think
okay
Actually no, you also have to consider all other modifiers
such as if you are riding or hosting, this will be a percentage modifier
after all these are calculated, the to hit % is shown on item
then to get if you hit, you use the evasion stat of enemy (which calculation method is not shown in that page)
Yea, not sure how that works. I've asked around to see if someone can find the code
I discovered recently that enemies above 51 and up to 1024 they start to take less and less damage until it hits 80%
I have no idea if that impacts accuracy though
Since I did all the testing on my wizard
also someone found the code, which doesn't seem to indicate accuracy in there at all, but idk đ
The code should be here
tysm for this link. I've heard that it existed but noone knew the link
I did look at the code last night and it is accurate
https://ylvapedia.wiki/index.php?title=Elin:Code_Analysis/Basics
I'm doing my own analysis here, and it seems that not only does lvl 50+ get damage reduction, all enemies get massive DV and PV buffs too
So yeah, as the enemy grows in lvl, their DV will also rise promptly, although very slowly
even if all their equipments are the same
From testing, I have noted that debuffs get downranked from their current level down to lvl 1 as a min floor when they get resisted by higher stats
so there's also that
I'm trying to find the code where it states how town investment factors into the shop level of shopkeepers in that town
anyone know where it might be?
Could this be it?
public static int InvestShop(Chara c, Chara tc)
{
return Invest(Guild.Merchant.InvestPrice(Mathf.Max(tc.c_invest * 700, tc.c_invest * tc.c_invest * 80) + 200));
}
public static int InvestZone(Chara c)
{
return Invest((int)Mathf.Max((long)EClass._zone.development * 50L, EClass._zone.development * EClass._zone.development / 4) + 500);
}
}
This is under CalcMoney.cs
That's for mathing out the cost of investment innit
It 'd be public virtual int ShopLv => Mathf.Max(1, EClass._zone.development / 10 + owner.c_invest + 1); I believe
in Trait.cs
so is zone development not 1:1?
its worth only 1 owner investment for every 10 zone development Xd?
FUCK, that sucks
Ty for this
It might have other effects too, don't know
but specifically for the shop level, it should be +1 for 10 development
is this written down anywhere in the wiki?
shrug
A lot of the info found from code is sadly hidden behind "code analysis" pages, and they're infuriatingly hard to parse and to find
I have links to the code analysis pages in the sections I've written
with it stating if you'd like to learn more, go here
A lot of them are behind code analysis, yeah
It it just many of the information I find I don't have the confidence that these are all correct
Like how sleepiness and sanity is basically the same thing
I just don't know if it is a bug and will it be fixed really soon
Frankly, code analysis is easier to do than empirical testing
Exactly
It is easier to do, but yet due to the code structure of Elin it is somewhat unreliable
Like feat, referenced by a number, so it is very easy to miss some part of what influences the outcome of a trait.
e.g. about the swordmage trait, they say during the latest patch the damage of swordmage trait is fixed but I just couldn't easily find where is it actually fixed
Well... Someone was doing incremental code differences
That helped
Nah it's still happening
Oh Elin diff is soooooo helpful
BTW I have no idea who is doing the Elin decompile and Elin modding wiki repos, but they are god send
praise be
Honestly, it's such a great idea, and a real helpful tool for maintaining the accuracy of the wiki.
And also Noa, he's so cool that he allows us to just... Publish the decompiled source code like that. Tynan from Rimworld disallows that
does that actually achieve anything for Tynan?
Frankly... no
You're allowed to decompile it for modding, and the game loads assemblies naively
you just can't publish the code
anyone know where black cat saliva's code might be?
That can mean a few different things. Do you mean:
- Black cat's (the apostle) lick action?
- The effect of the Black cat's lick on items?
- The saliva item you get from Luck statues?
@hallow jay
oh sorry for not clarifying
I mean # 3
I'm wondering if the saliva item you get from the luck statues stacks indefinately. Also if it has DR or if its linear
The act of gaining a wish is in TraitWell.TrySetAct (You can see how much Power each saliva grants here)
The act of wishing itself is in ActEffect.Wish (You can see how much Power affects the gains here)
Tldr the gain from saliva is pretty linear
many thanks
Heh I know that fella from tome
world is small
Almost certainly up, or possibly up at bottom level and down at top level
I fail to see why it would be going down overall
wish at 1 saliva was 6 ether antibody which feels real high
but apparently most of the other stuff is real low numbers
Is that real high? 6 antibodies are really quick to get via casino
If you use a macro, yes.
Don't need to use a macro, tho if you do use one, 6 becomes ultra trivial
Speaking of casino, have anyone found the specific code for casino mini games?
It seems the specifics are in "resources" folder, and Elin decompiled don't have that folder done (it's a LOT of stuff to be honest)
What kinda info you looking for?
Like how much luck is involved in blackjack, I'm thinking about doing a "house edge with different luck" thing
In elona it is basically "I don't feel like this card...", but not so significant in this version of blackjack
via what minigame?
Also it's comparatively high compared to the number on any other stackable reward I've seen
I got mine via hoops
You'd be surprised how fast you get into habit of releasing a button within 50-100ms~ of target
oh I was hoping one of the other games were good, I'd rather just edit my chips than do that
and the game is pretty generous with multiple failures before breaking chain
Slots is also skill based, not luck but
blackjack is all luck afaik
For me slots is basically know how to aim for the wild in the middle, that by itself give a huge edge and is easy enough t odo
BJ is a different story, I loss a lot more than I get, and that's why I want to find out how is character luck involved(
yeah blackjack is "just" blackjack
Can't wait for noa to add the lesser known card gambler whitejohn
I guess then, the wiki texts need to be checked and clarified đ
Hmm, ai can try to dig around for blackjack
...yep, no checks for player stats
It picks a random card
Yeah, I'd maybe look into how the cards are sorted or something... I'd maybe need to get the code out of the assembly and into a separate project, and run some... simulations. That may give some more decisive results
Not sure how much this is currently done, but having citations to these things + backups of those citations on wiki could be really good
It might matter less as the whole game is eventually decomped + documented but having quick verification of previously stated or confirmed facts can save lots of time
Aye it's just a bit difficult to find the specific source at times because JP
Yeah and stuff gets harder to find the more time passes, that's why documenting it early is helpful
And backing it up in some form so you don't eventually end up with all your citations going to dead links
Also after seeing this from you @robust rose I feel like finding a good way to link to code analysis from main mechanic pages in a way that indicates it's datamining/code/spoilers is a good idea
Like there's already the header which helps
If you indicate properly that the link is not intended for normal players then having it somewhere at the bottom of the fishing page should be fine
When wiki matures you might even be able to design a template that links from most pages to the related code analysis page
For reference here's a really nice way of handling spoilers that Noita wiki uses, I'm sure there's plenty of other good examples out there
You actually have to interact with the element to see the spoiler information so it's not possible to accidentally see information this way
Guys...? Can someone go to Code Analysis/Combat page and change the second = to + symbol real quick?
I was wondering why the curve function on the page give wonky result until I noticed that the code someone post in discord have + symbol instead.
Fixeroni'd
(I can at least be raw pinged if ya need some little fixes done, dunno about others)
fixed in JP as well
JP is scary
Not sure how that happened
why, what happened?
It's just another encryption-decryption algorithm, just added a bit of... pride sauce
:D
@Innocentius We do indeed have permission to use Lafrontier created materials from inside Elin, as long as they're properly attributed to Lafrontier and designated as fair use (Ie, for the sake of "guides" or "walkthroughs", such as the wiki). Were you concerned about specific assets?
for some reason I cant @ you lol
Probably because the first letter is L, not i
XD
Roger that, I thought you guys don't have media permission
yea, the "i" version is always taken, so here is my alternative lol
Nope, Noa has come in to help specify how we should attribute things, even!
But I guess we still need to properly attribute these assets, instead of letting these go into CC SA sort of stuff
#elin-general message
Yeah, the usecase here is fair use, since it's for illustrative purposes, rather than share-alike
like this one is probably not properly attributed
Perhaps we need a guide for media attribution then?
There should be a {{Fair Use}} tag
Hmm, yeah, I think we should probably expand the manual of style in this case then
They should also be uploaded to upload campaigns too, there's one active for sprites
I think I'll add a reference to the manual of style in the license page first
đ That would be super appreciated
SVGs can now be uploaded, probably.
Not sure why, but the svg file is not properly upscaled in bigger resolutions... did I do something wrong?
Doubtful, it's probably something I'll need to tweak with gm
https://ylvapedia.wiki/index.php?title=Elin:Gods&curid=97&diff=13232&oldid=12794
Wait, this changed?
Nope, it didn't, thought so.
Does someone know where these thresholds are implemented in code?
nevermind, I think I find it
Yeah, so the threshold is at each 25%.
I thought 45% is a bit wierd.
Can you take a look at the flavour text per piety value? I don't think it quite matches the code either
(On wiki:)
Yeah, actually looking at it right now
Unless there's some sqrting or other happening with offering value, it should be <0.5, 0.5-1, 1-2, >2
okay, this is a little bit of a rabbit hole
Firstly, items offered will have its offer value offset by the item LV (level?), 2% per LV, not sure what this is.
Next, it is true that the threshold is at 50, 100, 200; but the experience gained by us player is 2/3 of the offer value.
Now I'm not even sure the "30 value" of the current version of wiki actually means.
Someone need to debug this instead of just looking at the code
but if the 30 value is correct, then a 1.33 value item will generate the best message, then 0.66, then 0.33, but that's absolutely not the case I think
But the 2/3 multiplier isn't applied to offering value yet at that point
So it shouldn't affect the message
Yes
Or rather it's only applied to hte exp gain
So, they calculated 0.5s as 1 piety value
in reality, 0.5s = 50 offer value = 33 piety exp (which triggers the 50 message)
2.0s (4 piety value) = 200 offer value = 133 piety exp (which trigger the 200 message)
So at least it should be <1, 1-2, 2-4, >=4
Also demigod gain 1.3 times exp, not 1.25
2.0s is 400 offer value tho
no it is 200
offering value is calculated with weight / 10, not 5
num2 = Mathf.Clamp(t.SelfWeight / 10, 50, 1000); , 2.0s = 2000/10
Oh nvm I looked bad at end
Also this clamp (min 50) is only for gategory the god wanted
meat is clamp at 1, 1000
I couldn't find the exp needed to levelup piety though, damn
It should be 1000 though
Yea it's odd cause it's added to akin to normal stuff with modexp but the Piety "skill" behaves in its own way
Also I can't find anywhere in the offering code where offering too much would reduce your Piety
but based on ingame testing, that does happen
33 piety exp = 1 piety value, so 30 piety value = 30 * 33 piety exp, about 1000
Maybe it's an overflow?
Probably because ModEXP can only trigger level up at most once?
element.vExp = Mathf.Clamp(num / 2, 0, element.ExpToNext / 2);
Then the remaining exp will be clampped to half of the remaining, and at most half to the next level
So at most 45
if you offer 80, it will level up, then remain 50, but clamped to 15 (exptonext /2)
Shit that makes sense
Ye
Also to get back at this, those suggested numbers really don't line up with ingame experience UNLESS Kumi has some special modifier for seed piety gain
Yeah, I just need to find this:
EClass.sources.categories.map[key].offer
right here
seed doesn't have a special value, so is based on weight
but at least 50 offering value
rod * 3, spellbook * 4, etc.
Yeah, a piece of 1.7s meat doesn't have the best message, just tested. So I guess a total rewrite to the whole page is needed.
pretty much
Worship provides many bonuses to the player. The Gods of Elin each have their own domains and relationships with each other.
Bonuses from worship scale with how long you have been worshipping the deity in question, as well as your piety (favor with him or her).
Special actions granted by worship cost stamina to activate.
this should make much more sense
Do ya mind if I fiddle with the grammar a bit?
Go ahead, EN and JP aren't my mother tongue
My mother tongue is more like... python and C++
Do ya know which way the wiki standard for "greater or equal" goes, >= or =>?
Also need someone to take the new information to JP(
Should be ">=" I think => might be confused with a right pointing arrow?
Also I recall seeing this line here before so don't think ya put it in, but do ya got any idea what "Stacking and dedicating items increases the strength of each offering." refers to
just the ability to offer, well, stacks of items?
I didn't change the line because I didn't understand what "dedicating an item" even mean lol
Yea, I assume it's a result of a dodgy translation
"ãšãŋãã¯ããããĸã¤ãã ã§ããã°ä¸åēĻãĢãžã¨ããĻæ§ãããã¨ãã§ãããšãŋãã¯ãããĸã¤ãã ãããããŽäžĄå¤ãåč¨ãã1ã¤ãŽæ§ãįŠã¨ããĻãĢãĻãŗããããžãã"
So the JP version didn't even mention "dedicate"
probably just "stacking increase strength"
since dedicating can be a synonym to offering depending on context
I guess I'll re-word it a bit since the ability to offer stacks is already mentioned above
Yea but it's really hard to find the lv of anything
Do you think it might be related to the quality of item?
that's not a unit
Spellbooks and such have levels as well do they not? Recall maybe seeing a glimpse in their difficulty formula alongside blessedstate check
oh
I should peruse the docs or my local files a bit more
just been using them to check ids
Also before we go from thing to an elephant, while the offering value (based on weight) caps at 1000, the extra multiplier for specific categories was applied after the clamp right?
correct
Mostly relevant for instruments
and the multiplier for multiple items
For ModExp, it can only increase level by 1 in an absolute sense of 1 level up, even if you're only missing a tiny amount of exp from exptonext?
Scam
I still don't know what causes Piety to go down in level if you offer too large stack of items :D
I assume it's overflow to ModExp, causing it to nuke exp instead (but still be limited to 1 level change?)
Go down in level? That should never happen
Aye but I can do it ingame (confirmed by the "current piety %" messages)
Would you mind give me an instruction to reproduce?
Did you offer like A LOT of items
no matter, it is clamped to 50 per seed
50 * 650000 * 102%, that's your total offering value( dear mani
no wait
Ummmm? this is not leveling down
it is just this message is it?
It is
distance to your god lessening
oh... shit it is
then came back down to previous
and your faith skill didn't level up as well
So here is my theory
at least as far as the game shows on my sheet, still same 50.31
offeringValue = offeringValue * (c.HasElement(1228) ? 130 : 100) / 100;
So it need to calculate 50 * 650000 * 102% * 100 first, then /100
but the first equation is 3.29 * 10 ^ 9, that is more than the integer range of C#
Yea, which is enough to go over 2.147b
so probably overflowed
and that's why the message is no good "disappear", because offervalue is negative
Tldr don't offer anything with offering value of 21.5 million or more
:D
It's kinda not practical situation but at least I'll know now if someone comes asking what's happening
When the vEXP < 0, it downgrade you by 1 level, and then keep half of your current level (or exp need - minus value but that is not what you get for this much minus)
so you should go back one level, then you stay at half that level
Piety and offering volume 2: THe levelup boogaloo
book_ancient has level of 5. Can it be assumed that all ancient books in the category are also level 5? If so, they'd have 10% higher offering value
So would be 275 each instead of 250
Think I can go test this ez by checking the piety exp given
Does not seem to be the case, if we trust the mod that shows exp gains (turning in a Voynich gave 166.66~ Piety exp, as in 250*0.66 instead of 275*0.66
ancient books might have some level that relates to their translation value and difficulty?
I thought the same, but none of them seem to give any extra exp
However, I only tested Deciphered versions
maybe undeciphered is different?
I'll go see soontm now poe2 time
no rush, enjoy yourself!
we'll be doing some maintenence over the weekend, i'll post something more official in a bit when i figure out when's a good time. Hopefully resolving our lingering bilingual searching issues, but we'll also be swapping from metrolook to vector2022 (for now)
Yeah, dark mode would be very nice
well, there is a "break" in the method
no that only breaks the for loop I suppose
hummmmm
num2 *= (t.LV * 2 + 100) / 100;
This line should have been called for each and all offering, nevertheless the effect is not shown
Might be super noobish but can you pull out thing.lv that way?
Does thing have lv
:D
The one possibility I can think about is if the generated items have a LV of 0, but I'm not sure if debug mode can show more info on the item
weapons also have their innate LV, so is also testable
Oh!!!
OH!!!!
God damn you mani, this is C-sharp striking again
two integers divided by each other still result in an integer, rounded down
public static void Main()
{
int valueInteger1 = 7;
int valueInteger2 = 4;
int valueInteger3 = valueInteger1 / valueInteger2;
Console.WriteLine("valueInteger3 is equal to: {0}", valueInteger3);
}
valueInteger3 is equal to: 1
So if LV is between 0-50, this line basically does absolutely NOTHING
Ah, woulda thought it automatically floats it
unless LV is a float number, which it isn't
yeee
public class Program
{
public static void Main()
{
int valueInteger1 = 7;
float valueFloat = 4.0f;
Console.WriteLine("valueInteger1 / valueFloat is equal to: {0}", valueInteger1 / valueFloat);
}
}
The result of this code is:
valueInteger1 / valueFloat is equal to: 1.75
I guess I won't write this to line. The possibility of someone offering items with LV > 50 is pretty remote.
Like who would offer a light saber or slb to god
I mean it's a bug, so report is appropriate
and it's likely it'll be fixed sooner or later so no need to add it to wiki imo
yeah
to be honest, if he wrote the code like he does usually
like num2 = num2 * (t.LV * 2 + 100) / 100
this problem won't happen
because num2 * (t.LV * 2 + 100) will be calculated first, so like 27500 / 100 = 275
Instead of getting 250 * round(1.10) = 250
The shortform strikes again
Uh oh sakuma
someone gonna get yelled at
Innocentius just to make sure, ya did report the lvl of offerings issue ya?
I did not, I'm still at my office đĻ
Ah
Need to get back there, but I CAN remote desktop there...
I mean it ain't in any kinda hurry, wouldn't bother going out of your way to do it
Just making sure it doesn't end up as a case of everyone thinking someone else reported it
and in the end nobody did
Sure, give me a hour or so.
Do you think it's worth mentioning anywhere offhandedly that you get pitiful amounts of Piety exp (10) per day automatically (if piety is >0)
That definitely should be mentioned, like 100 days a level right?
and 30,000 turns worth of god wrath if you decided to switch lol
Better tha nthe 62000 if you decide to go for weapon passively :D
Oh it is actually mentioned in the Rewards section
"through offerings or passage of days of faith"
Yeah, not concrete enough though
I changed it a bit, hope that is the right position
#1255163035027509331 message
The following request has been made by a JP user, so I'd like to share it with you.
âThere are quite a few user pages, but there are no links to a list of them, so why not create a page that makes it easy for each user to add themselves, and create a link from the menu? I think it would be a mishmash of analysis data, so I'm not sure I want to put it in the player guide, where it would be easy for a lot of people to see.â
I'm not sure where or how to create a page like this, so I'm worried.
Also, I am aware of the new piety system. But I'd be cautious about changing the description; I'd need to hear from JP users.
It seems to me that the previous description and the new description based on analytical information explain almost the same thing, just with different numerical multipliers.
The problem we faced was that the previous description was all over the place
Ahh, I was looking at this a few hours ago, something like a dynamic page table or something
and it would've taken a bunch of extra steps to convert the actual mechanic the game uses to one that was previously described on the page with no real benefit in doing so
This. There are simply too much misinformation around, like what message is shown, how piety exp is gained after level up, etc. We think the analytical information at least is more accurate.
You let users put two or three categories down, and make a dynamic page list, similar to the dynamic list we have for code analysis maybe.
It just doesn't have a lot of options currently, like adding the corresponding version, author, etc.
If you could be so kind to ask JP users for their feedbacks, we could also do some adjustments on this side đ perhaps
Yes, I know. In the meantime, I need to translate and share the new Gods page and the analysis page.
I'd love to discuss this further, but it's time for bed.
If you guys can, please come to JPWiki forum and talk to them directly instead of me.
Yea that's a heavy language barrier for me lmao
I can try, but my Japanese is barely passable
https://ylvapedia.wiki/wiki/User:Inno/sandbox
Let me try to get this done first, see if I can create a table out of this extension
[[Elin:Code_Analysis/Ether_Diseases]] Finished
Some of the information here can be updated, such as how ether disease is affected by level
Some might not be appropriate for wiki, like the 25% of weather change or 2% of chance neutral creatures turn against you
I'm gonna be fixing the fishing code analysis page tomorrow, it has some mistakes and such in it
Also the link in hte "code analysis page warning" is a redlink, gotta cook up something on that Spoiler page or redirect it to an existing fitting page
Ahh, sure
It was pointing to the old Elin:Spoiler page, which was moved to "code analysis"
just need to redirect that and we are done
Ye saw from notes
and here is a new effect "Justcooked"
Seems like just cooked dishes will get a pretty big boost to everything
Notes said 10% effect & 50% giftvalue
Yeah, didn't thought that 50% gift also apply to "gift to god" lol
I mean might just be another chatgpt moment, don't know what the original string was :D
Nah, gpt was right this time
"éŖäēåšæé+10%,č´ãįŠäžĄå¤+50%"
Soâč´ãįŠâ just means gift, its not âæ§ãįŠâ or offering
We do have code showing a 50% increase in affinity gain when gifting just cooked food to NPCs
but also this too
Ye
Is there a good way to find out what something evalues into
eg. the farmer class feat Farming Legs/featFarmer/1403
The docs has it at cost 3 and max 5 but I don't know what evalue(1403) returns
Is it just "1" in that case?
So if you search the number 1403 in the repo
public const int featFarmer = 1403;
I know what it is, I'm trying to find what evalue(1403) returns
This is the main way of how a character's feats, stats etc is loaded in Elin
Primarily cause I wanna know the stamina reduction the feat gives
this is the number of levels in a feat the character have
Since we only have 1 level, it should only be 0/1
So it's just 1 since it's not like Vacation Vibe 5
But there isn't like a good, generic way to find out any?
You probably need to get into a character save file to really get these values
eg. in ToME I could just go ingame and run what is effectively =game.stats.evalue(1403) in console and it'd poop out what it is
But... the character sheet shows the actual Evalue of the character, so the "2" shown in sheet should be real value
Aight, thank
I don't use console (yet) so I couldn't get you much useful info
you know what, maybe it is time me get into the console business lol
Ahh, there you go, I got something
So you know all the Evalue are Element values, so you can just set a Element value using console to see/ and actually set and test their Evalues
So for the farmer feat:
SetElement featFarmer 5
it says Alias, but it is just the same as the one listed in the decompiled repo
God... really? If you put human and egg together in a dish recipe, the output will not be considered a dish of human...
Because the code check the components, and if there is egg in it, it is not human
Yea that's very intended, as earlier there was a bug which still showed it as human dish despite it not being one
Is it though? Like I still used human flesh, just put another egg in it
Previous version behaves like:
Human egg = human flesh
Now it is like
Human egg â human flesh
Human flesh = human flesh
But also
Human flesh + egg â human flesh
Who knows
is it possible to have plotly graphs on the wiki?
or, anything which lets me hover on the curve to see the value
like a interactive graph?
I'm not sure even wikipedia have that capability, sounds like a wiki.js job...
At least, we need the admins of this cite to install a ton of extensions
and this one is fixed as well
but I guess this might lead to some fixes in the wiki too
Yea, tho might wanna wait until stable patch
yeah it's possible, they're just kind of cumbersome
Now this is getting out of hand quickly...
They don't, but certain skill-related actions do benefit from things other than the skill itself
Yea thanks moasseman, as I said I answer alot of questions outside of the Q/A channel by sitting in the english VC
I'll be doing some work on the backend of the wiki, expect a brief interruption soon.
Roger roger
All done, Nginx has been upgraded and HTTP/3 is enabled. Feel free to @ me if something seems broken. I'll be holding off on switching to the Vector skin until I get the go ahead from @wheat folio
Alright, swapped. Skin preferences can be updated at any time by accessing your preferences here:
Aye noticed, that lass doesn't take too kindly to it
Yeah, we'll have to set up element exclusions and work on some custom css later đ
Oh looks like junku went ahead and saved her from her inverted fate
đ
That should now apply for both Vector classic and Citizen
Extension:DarkMode is a bit hacky in how it works, but it's an option available to folks who are getthing their retinas seared:
https://www.mediawiki.org/wiki/Extension:DarkMode
I mean wouldn't it be great if in dark mode the logo can be changed to melilith automatically
Sorry for disturbing, I messed up a bit, and created a page in the wrong namespace... Could you help with deleting this page [[Code_Analysis/Food_Effect]]? I already moved everything to the correct place and this page is redundant.
Dunno if it's something on my end or not but Dark mode makes the wiki suuuuuper sluggish
I updated the meats page for including the innos turas marbled meat
that shits craycray
anywhodawhatit, can someone add the "cooking" page to hte side menu?
idk how to do that
I also want to know where the side menu can be changed XD
yea I hate having to search for the cooking page XD
also I've been slacking on updating the wiki
I should contribute more
smh
I'll add it in a few hours đ
it's technically a system page so only bureaucrats (mods) and admins can touch it
but i should probably yeet out some permissions at this point since we've gotten a good bit bigger
Is it also possible to put the wiki search bar in such a way that when you scroll down it still stays at the top?
That's probably gonna be the work for sticky header
we already have that file, not sure how to adapt it though
Actually, if you are using the new Vector 2022 theme, the wiki search bar always remain on the top-left on the screen
It doesn't
Damn mobile friendly layouts make the pages so trash on real machines :D
Went back to Vector2010, it's soooo much better on a pc compared to Vector2022
Is it just me?
Also I TOTALLY AGREE with the sentiment that Vec 2010 being superior to 2022.
The "modern" look is a bit too much
"Modern" my ass, it's just made so it's readable on phones which makes it borderline unusable on pcs
And ye I don't have that top bar on Vec2022
Also this lass is still here on preferences page. On normal pages he's back to normal
for comparison
i think preferences is excluded from sitewide styling
Just switch her for Melilith in night mode(
Huh, interesting, the search bar is only available at the main page
I really, really, really recommend setting Vector2010 as the default mode, as anyone browsing on phone will know to go find a mobile-friendly setting, but people browsing on pc might not realize that they can fix the site by changing the skin
Probably want to tweak with the settings a bit
How do I change the skin? Some of these tables are really squished and hard to read now. Do I need to make an account?
#1249592549681791017 message I switch to vector legacy. Forced to create account because of that sh*t.
All tables became unreadable.
Yea, hence why I recommend setting Vector2010 as default
Did you get around to adding "cooking" to the side bar hachi?
I've resolved this for Vector-2022, I forgot about the whitespace insanity it comes with out of the box.
Next thing I'll have to do is upgrade us to MediaWiki 1.43.0, since it's the latest LTS version.
...eventually.
Sidebar on Vector 2022 should now be visible by default.
Added it (forgot to reply), as always let me know if you guys need anything else added to the sidebar
the return of the sister
Fixed from my point of view
Noice, thank you for checking.
No thank you for sparing time to fix it
đ
Though as a slight nitpick, I feel like it would better suit it to be under the food category
Found a huge error with how dual weilding was being portrayed in the wiki code analysis section for combat
toHit = toHit * 100 / (115 + attackIndex * 15 + attackIndex * Mathf.Clamp(2000 / (20 + CC.Evalue(131)), 0, 100));
Should be written as:
to hit * 100 / (115 + slot# * 15 + slot# * clamp1-100
Whereas before it was:
toHit = toHit * 100 / (115 * 15 * Mathf.Clamp(2000 / (20 + CC.Evalue(131)), 0, 100));
or formated to look nice:
toHit(DW) = toHit * 100 / (115 + Slot# * 15 + Slot# * (2000/(20+DW)) [Clamped to 1-100]
Before it was showing that 115 was being multiplied by 15
so it was having your accuracy divided by 1725
anywhodawhatit
is there a way I can make a calc in the wiki?
Yeah that was pretty big
Also, yes, you can write a formula in wiki, a bit complex but you can
you use {{#expr}} for this, for example
{{#expr: 91 / 3 round 0|R}}}} will show up as 30
(R stand for raw, so for example, if you don't use it and the result is 30000, it will show up as "30,000".)
The ParserFunctions extension provides additional parser functions to supplement the "magic words ", which are already present in MediaWiki.
(It may be configured to provide additional parser functions for string handling; these string functions are documented elsewhere .)
All the parser functions provided by this extension take the form:
{{#f...
Here is a doc...but I guess you already know
Oh you were talking about a calc
yeah
MB I thought you were talking about writing out the formula for dw
đ
Hmm can that doc have GUI?
or just input numbers into a box and output stuff when you click a button?
Either way it works for me, I'll take a look at it.
You mean, show the formula, and have a click and show the result?
hum...
pretty sure that need an extra extension...
To give you an example innocentius
oh you want an actual calculator in the page!
OSRS wiki is the gold standard IMO, I think moasman said the same
and I can't agree more
input parameters, then output the result
yea đ
I think that CAN be done... let me check how they did it and whether I need admin to achieve this...
Yea, that theoretically can be done, but we have a lot that need to be copied, all the templates...
also we need javascript enabled, which probably isn't now?
I also found that the wiki part for force weapons was soooooooo wrong
Force weapons still use dex, not willpower. And magic is the part that gets divided by 3 and added not the weapon skill
so its Dex/4 + Magic/3 + Magic Device skill
NOT Will/4 + Casting/3 + Magic Device
Yeah, many of the wiki content is either outdated or not done through code analysis
This is why I'm trying my best to put code analysis pages down...
Yea we also determined that the damage calc was wrong
Its
Damage Multiplier is 0.6 + (Weapon Skill Attribute + Weapon Skill / 2 + (If Melee Weapon Tactics, if Ranged Weapon Marksman, if Cane or Force Weapon Casting)) / 50
Where weapon skill is magic device for force weapons
and the last part is casting
Okay, whew
Thanks to Kingrebel and Pinja_Nervert I was able to sus out what was wrong with the calcs I was doing and update the code analysis page for combat to reflect these changes
Under the Martial Weapons section
@wheat folio https://ylvapedia.wiki/index.php?search=ããŽã
It's better, marginally. I'm getting a little too close to WMF hell here.
https://oldschool.runescape.wiki/w/MediaWiki:Gadget-calc.js
Yeah, the central part of the calculator is needed...
It's probably gonna be pretty heavy on the server
Not sure what kind of server we are using here, oracle 24G/4C?
Javascript like that runs on your box, not mine.
Anyhoo, server is small but she's tough, she'll be fine.
@grizzled cloak Again, thank you (and Forte) for arranging the Religion page for JP.
Thank you too.
Your willingness to speak on the JP channel as well makes the discussion so much easier.
Maybe some sort of tagging for when that information is valid
Stonesoup wiki does this
But it's a bit easier for them since their versions are big single updates compared to the constant updates of something in early access like Elin
Yeah, take a lot of manpower to keep track of the changes
But this version template surely seems like a good idea, let me see what I can do...
Something like:
Version EA23.61 (link to the changelog), this article may not be up to date..... of...
Alrighty, finished!
To test this, you can just add a little bit of code at the beginning of the page {{Version|<your page version>}}
For example, if you are writing this page at EA23.61, you can just add
{{Version|23.61}}
on the top of the page. See what happens!
Although this thing need someone to update the version number in the module constantly lol
Something like this
It also tracks if the version number is >23.00, and automatically change to Beta if <23, but I didn't write checks for Alpha, those are too far away
merrrrrry x-mas
I expect all of you to put in 26 hours of unpaid overtime to the wiki today
single hell, single hell, single always imr?
$wgAllowSlowParserFunctions is enabled: https://www.mediawiki.org/wiki/Manual:$wgAllowSlowParserFunctions
Since they decided to try manual user guide first, this parser function is not immediately needed... but it is always good to have it !
Excellent, well it doesn't seem to hurt anything despite being "expensive".
Extension:MobileFrontend and Skin:Minerva Neue have been enabled. We now have a separate skin for mobile users since Vector-2022 isn't actually a responsive skin.
anyone know where traits are located in the code?
It is feat in code I think
Its a good idea to add equipment slots to this page?
https://ylvapedia.wiki/wiki/Elin:Bestiary
Definitely. Just take a huge effort to check all of them(
you might want to refer to and create a tool to systematically put them in
Oh, there is a data table.
yeah, because it is decompiled code, I was a bit hesitant to add those in
Not sure im able to do that.
Was thinking to edit tables to something like this, but doesnt looking good tbh.
maybe just add in the really special ones?
like medusa have 3 heads but don't have neck and back
if a race is just missing a few parts, it might not worth the effort to put them in (and continue to check for each update)
Yeah, i guess its not worth an effort to support that.
At least for default human-ish slots.
Good enough?
Hmm, I looked there last night and it doesn't seem to include the list of feats that you can obtain via leveling up. At least to my knowledge. I think those might be somewhere else.
i think it may be better to put it on the individual monster pages
I'll update the smw template kuma-san made for english and start porting it over to the pages
(when i have a free moment)
featGourmet is definitely something you obtain via leveling up though, the feat about basic stats, like featCHA, are those that you take too.
featHeavyCasting reduce your casting penalty when wearing heavy armor, etc.
They are definitely in there.
Hmmm... I was looking for exorcist, and couldn't find it
Maybe its just worded differently
wouldn't surprise me
featResCurse should be it
foreach (Chara member in EClass.pc.party.members)
{
if (member.HasElement(1641) && EClass.rnd(3) != 0)
{
Msg.Say("curse_nullify", member);
return true;
}
}
2/3 chance to nullify a curse
speaking of which, time to do a feat code analysis
so this is where someone asked me the question and I wanted to know. How does it select the item to get uncursed XD?
anywhodawhatit, ty for finding that for me, I was going ot look closer a bit later
appreciate it much
Man this feels good
Noice
Can anyone confirm if You feel a perfect harmony. is an alternative message to You feel a sense of peace in some condition? Someone edited it in the Gods page with no note whatsoever
I thought that message only appears when you pray to god
Yep, went to confirm & undo
weird...
So i wished for a light saber, but it came out not based on magic
but I have another that is, (also by wish)...
what's going on here...
Yea Light sabre just has high chance of Force
if we're to trust the "common knowledge"
Think the wiki says "usually" too
Has a high probability of Force enchantment
I wasn't gonna bother with Rods & Spellbook's level bonus on Gods page, as they're small enough to practically never matter :D
(Except Wish, didn't know it was higher level, which does make sense)
anyone know what the timer for delegated farming is?
by timer you mean...
Anyhow, the call of Growplant function is at the 6th hour of each day
see Zone.cs line 3033
I mean't when will it harvest
So lets say you plant mushrooms and it takes 1 day to grow to maturity, delegated farming doesn't just immediately reap the mushrooms and harvest them right away
It takes an amount of time, I'm wondering what that time is
{
if (c.growth != null)
{
bool flag = false;
if (!EClass.player.isAutoFarming && c.growth.HaltGrowth() && (c.IsFarmField || c.IsTopWater) && (!isWinter || !date.IsRealTime))
{
flag = true;
}
PlantData plantData = map.TryGetPlant(c);
if (!flag && (plantData == null || plantData.fert >= 0))
{
c.TryGrow(date);
}
if (isWinter && plantData != null && c.growth != null && c.growth.NeedSunlight && plantData.fert >= 0 && (EClass.rnd(4) == 0 || c.growth.stage.idx == 0))
{
if (date.sunMap == null)
{
date.BuildSunMap();
}
if (!date.sunMap.Contains(c.index))
{
c.growth.Perish();
in Growsystem.cs Line 315
ahh I'll take a look then
there are a few stages for each crop
HarvestStage, AutomineStage <- this should be where the autofarming kick in
for each crop this stage number is different
e.g. for mushrooms: public override int StageLength => 4;
public override int AutoMineStage => 0;
Still a bit complicated
looks like it might be here
{
SetStage(cell.objVal / 30 + 1);
}
public virtual void OnExceedLastStage()
{
cell.objVal = (byte)(stages.Length * 30 - 1);
if (!CanRegrow || Rand.rnd(2) != 0)
{
return;
from a friend doing emperical testing it seems the max length for it not autoharvesting seems to be 3 days or so
But if its a random chance, then it could just be wrong and his data just showed it at an average
give me a few minutes for me to run through this...
Ah!
okay, this is interesting, let me explain
So each crop has "stages", grow from seed, then stage 0, stage 1, stage 2, stage 3, etc...
Yea I imagined, its displayed with the info mod
normal crops have a harvesting stage of 3 or 4, but mushrooms don't have a harvesting stage (default to -1), but instead it use Automine stage, which is 0
However, even a mushroom can be mined at stage 0, to call for the automine function, it has to be at a state of stage growth (so from 0 to 1)
int num2 = cell.objVal / 30;
int num3 = (cell.objVal + num) / 30;
if (num2 != num3)
this explains it. It still has to accumulate 30 growth point before it will be autoharvested
30 growth point, what does that mean? Well, for each time the Grow function is called, 5 point is granted, and if the plant is watered, 10 points
This is what caused the delay of about 3 days.
I suppose if you water half of the mushrooms, half not, there will be a difference when they are harvested
So this means hydroponic mushroom farm would be better than a blueberry farm
interesting
I'll ask Noa if it is the intended behavior though perhaps
Thank as always innocentius
should we hold off on updating the wiki til we confirm with Noa? I can try and emperically test it to see if wheat takes 6 days
I don't think this happen with Wheat though
For anything after Stage 0, as the stage increase to the level of harvesting it will immediately trigger automining/harvesting
It is only that the mushroom is already harvestable as soon as the seed is put down that his kind of delay happens
so you're saying wheat should autoharvest immediately after growing to full?
ahh!
Yeah, absolutely
It test num2 == HarvestStage
So "if the previous stage is harvestable"
so every crop will need to wait until it gets to the next stage to be harvestable
well, rain is a big part
Thats my only thought
it might rain when you're not looking
so if its always in water
it would negate that randomness no?
I.E.: put it in a paddy
#winterfarming
Does hydro wheat grow faster than non-hydro wheat though?
I'm not sure if "putting the crop in water" = "watering the plant"
bool flag = cell.isWatered || (cell.IsTopWater && source.tag.Contains("flood"));
should be easy to test
yeah
It actually seems that planting in water makes it "worse"
because you can never water a water tile I suppose
probably because its not on tilled soil
I think tilled soil provides a growth boost
Testing this rn
It in fact is
faster on tilled soil
don't find anything in code though X(
the only growth function that adds to objValue is determined by if it rains and the step value...
step value...
okay so tilled soil definitely does something
Rain is not a factor here, if you water a grass area, it is still considered "watered" in system
oh on the note of rain
someoen in the vc a while back had a great idea
why not make your farmers in your settlement have the rainy cloud ether disease
then it'll always rain
10/10 good tech
Would reducing luck on an enemy via bane also increase hit chance?
it feels like it does
but idk
When any dices are rolled (or when the Roll()) function is called, luck is involved
From the current Attack process, hit or not is calculated via random number only
So it shouldn't affect hit chance...
However if he is in bane, his HIT rate will be decreased that is for sure
that is correct
rnd (100) -> _random.Next(100)
However, the damage done by enemy is affected by dice roll, and so is your damage reduction
If a mob hit you and does no damage, it sure feels like he didn't hit you
On the other hand you will definitely hit him much harder
There is one thing that I don't quite understand
evasion = EClass.curve(TC.PER / 3 + TC.Evalue(150), 50, 10) + TC.DV + 25;
So this means that DV is a flat increase and is valued more highly than evasion or PER
right?
switch (sleepiness.GetPhase())
{
case 2:
num -= 10;
info?.AddFix(-10, sleepiness.GetPhaseStr());
break;
case 3:
num -= 20;
info?.AddFix(-20, sleepiness.GetPhaseStr());
break;
}```
Sleepiness (1st stage) doesn't cause a speed loss. Very sleepy (2nd stage) is -10%, Very sleepy (3rd stage, internally VeryVerySleepy but only shown to player as "Very sleepy", like 2nd stage) is -20%
What are the odds that this isn't intended and the penalty should start from the initial Sleepy stage?
I'd imagine either that, or the way hunger does it (-10, -10, -30)
or it could be -10, -20, -20
or whatever
Doesn't hurt to bring it up in bugs, but as it kinda just feels like it "COULD" work this way I'd guess its intended
Yea I was just looking at the status page of wiki and then what actually going on (for values and such)
it just struck as odd or out of place compared to all other similar statuses
Bandages?
I mean completely just removing al lstacks
Anyway, as far as I know, Sleepy doesn't actually have any penalties
Any ideas on how better put this :D?
It's technically correct, both statuses are just "Very Sleepy" as far as the game shows the player, and I don't wanna put a note about it in the effect section
Write it as Very sleepy+ maybe?
in the stats, it's called very very sleepy
public const int Sleepy = 1;
public const int VerySleepy = 2;
public const int VeryVerySleepy = 3;
Bruh adding + or * makes it a 2 liner and that really annoys me
Don't believe so since the whole width is already taken
(for my resolution at least)
say, is someone gonna update the [map with location labelled] image with Mansion of younger sister?
and Orphanage too
can you point out what you mean?
this here image
no orphanage labelled
no mansion of younger sister labelled
Yes, PER & evasion skill in a curve function (basically, diminished return after those pass 50), but DV is flat increase.
Maybe it is different in Japanese?
...nope, they only have one "very sleepy"
This is something that is undebugable because you cannot find the flavor text in decompiled code
I mean it functions correctly, just awkward for the player
Hey, can someone help me... 
When I add a new row to the Elin:Cooking table, the text looks weird.
are you still editing? If not I can change it a bit
Yeah, it doesn't have a alignment in there
I'm done editing mine, so you can edit it.
roger
looking for a good force weapon is too hard
.-.
I'm starting to doubt my own memories about seeing force weapons show up in miral and garokk's workshop
lightsaber is just... too low damage
like 2d9 or 2d12+3 with diamond, yeah it has 100% pen, but...
so... I do have an idea
but it kinda got dumpstered with some new info that does go with what I've seen
zephir's wrath can have 2 slots as a gunblade and those slots can be slotted with vorpal, which should apply to the other weapons in other hands
*afaik
But only the replica can be rolled with force on it apparently
that should do it
The alignment is a bit messed up in there. Previous editor didn't keep the consistency.
The best practice is to force a single alignment for a table and just let all column be like that
On the JP side, we have reorganized our pages on food and cooking, integrating the tables at
Elin:Food/Stats as information on ingredients on the Elin:Cooking(Elin:æį) page.
I did not create a Recipes By Facility section on the JP side, because I thought that the sorting function of the recipe table could be used instead.
If I get the permission of EN users, I will reflect this style on EN pages and ask the authority to delete Elin:Food/Stats. https://ylvapedia.wiki/wiki/Elin:æį
éŖæã¯æįãčĄããã¨ã§ãä¸ģčŊåãããããŽæŊå¨čŊåãããåšįč¯ãäŧ¸ã°ããã¨ãã§ããžãã
æįãĢããŖãĻã¯č¤æ°ãŽéŖæãäŊŋį¨ã§ããå¤ããŽéŖäēįšæ§ãæãŖãåĒį§ãĒéŖįŗ§ã¨ãĒãã§ãããã
Ya don't see why they'd need to be on different pages.
PS. JP food stats table for fruits has Rainbow fruit (ä¸č˛ããĢãŧã) at 4 Cha (é å) potency when it really has 5
There was a recent change no?
Probably, I fixed it on en side at some ponit and noted the game version of then
Didn't find a patch note said it changed, but...
Okay, the integration of the Food/Status data is now complete.
The âInitially learnedâ information in the Recipes By Facility section has also been integrated into the recipe list at the beginning, and the tables have been deleted.
https://ylvapedia.wiki/wiki/Elin:Cooking
Foods can be cooked to develop their attributes and their potential more efficiently.
that's a lot of work
@wheat folio
Elin:Food/Stats (Elin: éŖãšįŠ/ãšããŧãŋãš) data has been moved to Elin:Cooking (Elin: æį), so these pages are no longer needed.
Please delete the pages (including the sidebar).
misplaced text in Cooking
oh @wheat folio Can you add the strategy page under the side bar listing for NPC below Bestiary?
also is there a way to make the table of contents wider so they can be less tall? Lots of empty space that it takes up
so much empty space
could probably set it up to have the categories start folded so you have to click to expand and see the contents
Thanks for the report, the typo has been removed.
Food/Stats and so on have been deleted, and any references to them in other pages redirect to the base level food pages now!
I added strategy to the sidebar, please let me know if/when the associated japanese page is made for the proper sidebar text link
Thank you again everyone for the hard work and contributions! please don't hesitate to @ me if you need me to do something 
#1255163035027509331 message
Thank you for your response.
I have received a request to delete the wrongly created page on the JP channel, so I would appreciate it if you could delete this one as well.
Sure thing! Deleted 
Thank you for adding that to the side bar, I kept forgetting what the page was called and looking all over for it
Is there anywhere with detailed information about what affects job / hobbies and how?
Uhh I don't know if there's a page for it but I can answer some basic questions
The housing page has so many tables it feels so daunting to me to want to fix
Feels like that whole job / hobby table should be it's own page
Honestly same is true for lots of tables in the wiki that should be there own pages
Yea the housing page is masssssssssssssssssssive
Especially if you look at how I got there
search "Hobby" > click "Elin:Housing" > scroll to residents
Also feels like the contents should be shown at top of page
Where contents is actually way far down on left side
Oh yeah here's the solution to your previous content list being too long
Foldouts like here
I couldn't figure out how to edit the table of contents
eitherwise I would have tinkered with it
anyway for the actual question I wanted to know, is a just / hobby only affected by the single skill listed in that table?
And how much is the job affected by +skill
So as for how much +skill it gives, I would ask specifically Kingrebel in the #đ°-elin-questions-help page where they live.
Job / hobbies tho are also affected by I think... bed quality / price / how many people are in that bed
and possibly by how much they like you
but that might just be nightly
afaik, where the bed is located doesn't impact anything
nor does it seem to matter if its in a room / house
Been trying to put better + skill gear on my dudes but they all still awful at their jobs
some of em been doing their jobs for years and still ass at it
and studious I THINK increases the amount of xp they gain
so afaik, the amount of xp they gain over time is based on the beds you assign them
what beds are you using for your people?
I think they're mostly in bunk beds but they spent a year or two in awful grass beds
Also the more I look at Housing the more obvious it becomes that it's multiple pages
You could just take a section out of it, move it to new page and leave a link to it on old. Much smaller task than redoing the whole thing
so bunk beds w/ or w/o bed comfort?
think bed comfort
Oh nice mod I got shows the values
lvl 7 bed comfort?
Level 4 like a scrub
okay so I would get super fabric for your beds and make hammocks
at the min
you can kettle dupe the fabrics / rope for hammocks
Do you have a cobweb recipe for the loom?
Yeah, is the secret mixing multiple there for +7 then dis?
You get 3 different fabrics:
1 Cashmere
1 Spider Silk
1 Cotton
all procured from high level mobs in the void or w/e
then you spin 2 cobwebs and put it in the spinner to make 2 thread and use the loom to make it in to a fabric
then you eventually gold hammer that
but you can copy that fabric and make beds out of it
which should help you
Probably plenty of ways to improve my dudes, my town an awful mess
totally didn't give up after doing one room of fancy floor
So Elin:Housing contains
- Board/sign info which is def duplicated elsewhere
- Skill and Policy tables
- Tax
- Land Feats
- Job/Hobby table
Each of those could easily be a page on it's own
I agree with the subdivision of the housing page.
Housing is huge content on the same scale as combat and crafting, so I thought it would be difficult to fit all the descriptions on that page.
I think Elin:Housing could be a portal page for the housing category, like Elin:World and Elin:Mechanichs.
Might also need another name for it in English since "Housing" makes it seem like it's about houses or buildings but the category is actually about settlements / land
Renaming the page is simple, I think Settlements sounds fine tbqh, happy to make that change if we're in agreement!
for splitting the page, I also agree that it's big enough to get divided now.
So... Elin: Settlement? Sound's good
probably still need a redirect for housing, people come back might be confused
Could you please also delete [[ããŦã¤ããŧ]] and [[Code_Analysis/Food_Effect]]? Same error, forgot to stick the "Elin:" on.
Tbh, it might be wise to lock the default namespace for new page creation, or create a module to warn editors before create a page in that space...
The default namespace is still used for non-elin specific stuff, and any user can move the pages to the correct namespace if they mistakenly created them in the wrong one, but deleting them is also trivial
It's not that big a deal (in my mind) tbh
Deleted đ
I feel like eventually you'd probably want a page that is "housing" talking about stuff like room / house plates
But might be good to redirect till that exists
So I have been thinking... Is the template for beta, alpha or EA still relavant?
Like... isn't all currently written pages... EA?
Maybe we need to update some, but putting EA on a page doesn't really help
(I mean, I myself just put {{EA}} on a page and I suddenly couldn't stop doubting myself.
I have visualized the piety experience value by mod, and it seems that rice cake/round rice cake has a 3x value modifier and sake/sake barrel has a 2x value modifier, just like books and rods.
Please verify if anyone can read the code.
at this point i think your version template supercedes it nicely, the original reason for that was when we had very very very few editors, it was hard to keep up with changes
Artifacts table here should probably just display artifact stats with same template as item pages
https://ylvapedia.wiki/wiki/Elin:Gods#Artifacts
https://ylvapedia.wiki/wiki/Elin:Kumiromi_Sythe
Worship provides many bonuses to the player. The Gods of Elin each have their own domains and relationships with each other.
Bonuses from worship scale with how long you have been worshipping the deity in question, as well as your piety (favor with him or her).
Special actions granted by worship cost stamina to activate.
Maybe there's even a way to make a smaller version of the item template that's easier to include on other pages
A summary version
Imo it doesn't need the stats at all
you can see the stats of the weapons by clicking the link
It already takes a large amount of space so if we go with the single item template it'll take half the already big page :D
If it's showing stats, it should be some shared template.
If no stats needed here then yeah just do link to the item page instead of what's there
Looks quite piled up in the gods page, but the table is default to collapsed right?
Defaults to open on mine, but might be my browser setup
Feels like the weapon stats should be the part that collapses, without them the table is 7 lines long
the gods page uses SMW (semantic mediawiki) based on the data entered into the artifacts fields
you can just remove the ?Trait=Traits line and it'll omitt the weapon traits and trim the table down considerably
etc
Oh wow, that's interesting, so that page just read all the pages containing the second reward?
That's neat...TIL
yeah, once i stop kicking my feet and slacking on it, our english bestiary pages will have the same functionality if people wanted to embed specific monsters into guides or if we needed it elsewhere
japanese bestiary is already set up for it thanks to the hard work of our japanese editors though 
This neko knight guy is doing a lot of good work
especially on new templates
Wonder if I need permission to copy those to english though
This might make marking & finding pages need deletion a bit easier
Usage: {{Deletion| <your reason>}}
Also trying to prevent admins always have to be pinged for page deletion
Ohhh is the japanese bestiary better than our EN one :O?
Yo @wheat folio What do you think of adding in this to the structure of the wiki pages?
just a changelogs section at the bottom
Neko knight is trying something like this in JP pages
I feel this might be a bit of overkill, like, do we have enough hands to keep with the changes...
Imo not worth until leaving EA at least
[[Template:æ´æ°åąĨæ´]]
But the templates sure are useful
because of the frequency?
it's interesting but i think it would get overwhelming fast tbqh, unless we got more editors
something like that would be pretty cool though, so if someone wants to pick it up i wouldn't have any complaints, but it's a lot of work and upkeep
also inno instead of marked for deletion being a category, you can go to the template and check pages it's used on and use that as a list
is there a way to make a link you can hover over and displays a picture?
like <insert caption here> and when you hover over it, its a hyperlink to displays a picture?
ahh nvm I'm going to just input the picture

too many variables in code