#ror-wiki-discussion
1 messages · Page 8 of 1
the what?
lmao there was disagreement about which enemies should get their own pages
and gummy was arguing for monsters with unique behaviour, like sanctuary guard shooting an extra ball
Right, that one
or young vagrant shooting less
is there a way to do mass uploads on the wiki
Wiki staff add a gadget that adds a button to upload multiple files at the same times
Even and admin can do it irc
UploadMultipleFiles is a Gadget for Wikis that allows your to upload multiple images at once.
We decided if an enemy doesn’t have a unique attack then it doesn’t get a page
Which enemies are those and what do we do with them?
here you go
I wonder if it would make sense to just mention the archaic wisp under greater wisp as an alternative variant.
ANYWAY
I need confirmation whatever they increase the teleporter particle spawn radius or not.
I swear I can see them much farther away from it than in 1.0.2.
ye they did
Did I miss it in the patch notes?
There are teleporter particles?
first line aha
1.0.3 is a patch that was released on November 16th, 2023 for Risk of Rain Returns.
Red orbs linger around the teleported, however, they were hard to notice and was very close to the releported, barely mattered.
I added purple imps to red imps, and changed the link on the enemies page to go to black imp page. Did the same for Imp Vanguard and Direseeker
HOW DID I MISS IT
Oh, those, I thought they were just for easthetic
young vagrant page is no longer a blank
though I'm curious how we'll extract the info about log-less enemy stats
we shouldn't have to rely solely on dev answers
can we even do anything else without access to the code :/
guess we could test and compare values
but there's some RNG to the damage right?
We can get educated guesses at best.
there shouldn't be
aside from like, crits and whatnot
Damage is spread out.
there's definitely a damage range
Unless the damage text is purely visual.
Btw, fun fact: The only reason I noticed that there was patch is because Artificer primary felt too smooth and I noticed that now it hits on the way back too. 
Yeah, for direseeker, I added it to elder lemurian because it seemed like a variant of that, but no way the stats are going to be the same
Additional note: The chakram seems to be doing a different kind of damage on its way back, using yellow damage text.
CHEF knifes are the same
they made a single trial easier for no reason I just noticed
tbf ig the artificer platforming one is also indirectly easier now since they fixed the skill
maybe I'll manage to use the shortcut now
update: I can go a lot further but I still suck too much at it to do it
nope! this is purely visual
if you look at boss hp the damage is consistent
ror1 is just based like that
a little sarcastic lmao sorry
haha no worries
yeah it does make things hard. need to test it on a colossus or something with a healthbar
depends on what needs testing though
hmmmm
i could try testing for speed on each survivor, but i dont know a tool that could measure distance in pixels without counting one by one
paint.net ruler lol
I genuinely measure stuff with the rectangle select tool cause it's the fastest way I know
aight lmao
it gives +3 armor, same as ror1
just woke up, in my dream they added like 3 new archaic wisp variants. crazy stuff
oop yeah you're right +3
they are invading the dreams
removed robo from the wiki again
when are we lifting the spoiler embargo on the lil guy
how many balls did they have
It's only +3 armor.
sick lmao
(any chance that code is publically available?? now i'm curious what i could find out by looking at it lol)
There is no easily readable project file available, but you can just use any tool that lets you read older versions of GameMaker games, such as UndertaleModTools.
ah okay makes sense
lowkey interested in checking some formulas and interactions that i've never been 100% sure on, so maybe i'll look into that
If I would finally be not lazy and write a ticket to the support for my missing license, I could probably recreate it.
recreate what :?
The project of the game.
Since I could make it more organised at the same time, thus figuring out stuff would be easier.
I always wanted to do it so it could be archived for preservation.
On top of the wiki needing so much work, which could be so easily solved with this.
i... feel like a recreation doesnt solve any of our issues
the issue is that we dont 100% know the numbers as they are in the code
Well, not for this game specifically, but my bad on talking about RoR1. 
OH ror1, haha
well that one i just dont know if you need to recreate because the code is all visible X]
Yes, but not in a nicely manner.
Unless UMT has some kind of feature to create a GM project file out of the data.win that you provided.
lmao
lmao
finally discovered that was possible XD
should make our lives a little easier
storing here for now #1
and this i suppose
Now people who read the changelog will know he exists
RIP them

they already would have, sadly
the page has been created and delete quite a few times
and FINALLY im getting some good stage rng
2 logs in a row 
storing #5
oh. lol
theres a secret gap in the lava XD
i thought u had to come up from below
I think I sent this here already
should have dm'ed you
sent these which I don't know if you have
nah i need to collect the log itself, too
ah alright
so screenshots are helpful for the logs i already had (i cant get screenshots of those anymore) but not so much for the ones i dont have
makes sense
and i had all but 6 so really all of them are helpful :)
It was sarcasm
also this may seem like a basic question, but is there any protocol i should follow when making a new page? i want to get started on creating the Judgement trial page
oh wow, good to know. the upgraded flamethrower drone can spawn on ancient valley
storing #4
amendment to previous assumptions: looks like access codes might still cap at 3, but will only ever take them to 30% of their health and never below
#1
also good lord. Cleanup + behemoth kills everything
also it can proc wicked ring like a billion times so you can essentially get infinite temp items
very funny
I thought scrap cube was infinitely better
just because of the whole hitting it into like a bajillion enemies thing
yeah cleanup does the same, i think
except it might be able to proc on the same enemy more than once?
I DID IT!!!
gonna sound dumb but what's cleanup? Is that another name for insecticide or one of Han-D's skills?
Nice!
it can 
drifter's default secondary!
it throws out a handful of piercing cubes of scrap
which can proc as many times as they want
kind of acts like chefs ror1 cleavers but on steroids
and some special rocks
#2
also cyclone for huntress can basically infinite proc, and gets crazy with atg...
with max crit and 1 wicked ring, it completely resets my special's cooldown XD
Pilot with wicked ring is an absolute menace
Just holding down secondary and auto aiming everything in a 80 degree cone
Game mechanics page
Is all attack speed additive
Same for move speed
Is it syringe+mocha or syringe*mocha
Or hoof+whip
it should be additive right
i think whip is multiplicative
up until a certain point
but everything else is additive i believe
I think whip and blue juice in ror2 were multiplicative too
only 2 logs left... so close...
just gotta pray for good rng XD
and i really wanna finish soon because if i update my game all my ui will come back
i currently have a 97% block chance or something stupid
thanks hermits scarf
#1
Does this log just require loads of jump items, or is there a hidden rope somewhere? I’ve tried to get this so many times but I never have enough jumps
obligatory just play pilot
there's a lot of logs where you just need to gain a lot of height and 90% of the time the answer is pilot
jetpack and feathers or just pilot
loader if you can aim his grapple
her!!!!*
I even made the mistake and edited it cause I remembered loader is a guy in this game lol
Yeah a lot of the survivors from risk of rain 2 aren't the same people as the risk of rain ones
Except acrid and maybe artificer, huntress and bandit
And void fiend might be ror1 commando if you squint
Bandit is confirmed a different character, huntress is very unlikely
anyway im gonna do a little survivor link template thing so there can be images next to links to survivors
am i allowed to copy it from the ror2 wiki or will i be shunned
i cannot be arsed to figure it all out lmao
you won't be able to I don't think
it's linked to a module probably
but it's on my to-do list
oh it's not
but hold on I can just copy the ItemLink template
lemme cook 5 mins
oh no theres a fuck ton of modules on this
letting you cook so hard
you got this one goat
I've done all the work for centralized item data and item tooltips btw
just need some CSS/JS
Void Fiend was already confirmed to be not the same character as RoR1 Commando.
Ah ok he's just some other commando then
I think it was also confirmed that all characters, except Acrid, are different, but I would need to cite this first.
I guess we know what happens to RoR3 Commando
I guess they're just both from space texas
probably both affiliated
just in some space gang or whatever
clearly ror2 bandit can talk about it with other people as proven by his log
https://riskofrainreturns.wiki.gg/wiki/Template:SurvivorLink should be good to go
Displays a link to a survivor, along with their image.
lmk if there are issues
When it comes to RoRR, I think we can safely assume that Artificer is the same as RoR2:
- Her RoR1 death animation doesn't seem to be actual death, but rather being trapped in crystal/ice in the last possible moment.
- In RoR2, you free her from ice/crystal in the lunar shop. The achievement says "Free the survivor suspended in time."
My theory is that in the canon story Artificer was at the edge of death and decided to suspend herself during the events of Contact Light. How he ended up in the Lunar shop is up to anyone else to think about.
I forgot what the newt's lore was.
I think those images are just waiting to be renamed, so they template can pick them up.
i like the use of the pixel ones that are used during a run instead of the high detail ones
guess I'll redirect them to something more sensible
i'll save the navbox for now
it'll look weird to the singular guy browsing the wiki as we speak
but it'll get fixed
yup
also why is commando the red flavor
I would recommend using numeric values, where 0 is the default skin.
The rest is however order they appear in-game.
Should make things clean and easy.
cause CommandoP.png is this for some obscure reason
Wish this had been done from the start
I don't know if I can rename a picture and change every instance where it's used at the same time
I would say that you could just include all variations, but... I would rather not try to create something like that. 
In the template? hahahaha no.

there's only 3 to duplicate it's all good
My apologies of the off-topic, but I quickly checked this and turns out that it's actually 13. Today I also learned that this was not a bug, but an intentional cap.

Displays a link to a survivor, along with their image.
nice. thanks for the confirmation
it might get very confusing if u keep posting ror1 item info in here ^^;
Yes, sorry. 
no worries haha
good to go ty
it looks so pretty now
ok so in terms of trials, if someone could get footage of
everything there is to see in meteor shower
getting every item/money container in main systems offline
getting to the top of caustic climb
like wave 15 of from all angles or however long it takes to identify the pattern
and a full map/getting all items in ruins of the future
that would be appreciated since those 5 are the ones I don't think I'll be able to do myself gameplay wise
last night my game just closed on me without warning 😦
noooooo

get what? pilot?
collect 15 monster logs
oh wait u mean the skin
currently unobtainable, or otherwise unknown
Clicking the gif of the enemy takes you to the gif page instead of the enemy page and all the gif pages are empty from what I can tell
it works fine for me
who did them alphabetically oh nooo
woops
lol its all good
hmmm, it's better for the average wiki user?
if nobody's editing the page rn i can fix it
it's more for consistency's sake, every other page is logbook order
it's all in a module ><
it got renamed to portal imp in returns so it's still a fresh name ig
just go with black imp that's what it was in the original
we can leave it as black imp unless they make it consistent in-game, just for convenience's sake
dont ever base things off of ror1 lol
if rorr doesn't have an answer for its own problem there's only one place to look
again, do not look to ror1 for those answers
for the purpose of the wiki, ror1 does not exist
thats how mistakes and confusion are made
young vagrant is still missing from the enemies list
other misc things:
- we should have a section on the lynx tribe page for each member
- boarlit page erroneously states that they cannot jump
- boarlit page is missing armored boarlit section
- it looks like all the enemy infoboxes are missing the fly/climb/jump/fall boxes?
is anyone editing enemy pages right now? theres a few tidbits of info which are just wrong and i want to fix them..
he's back!
whatever happened to the lovely little mobility quickstats on the infoboxes?
oh theyre all still in the template but none of them are used
blarghhh i do that stuff after i finish these maps
just 2 more logs..............
yes. hi. just let me know what's wrong and I'll fix it
awesome! very glad i checked haha
are there individual, separate sprites for each of the lynx tribals?
i can grab em in a bit!
we do!
I can send you the sprites, 2min
scout, archer, and hunter
scout is the flat one
archer is the one with the bow
hunter is the one with the spear
also, can I have confirmation that they can spawn naturally on damp caverns?
yeah ive never seen that happen
aww theyre cute :3
wondering if I could somehow extract the walking animation for them
never realized the scout had claws
oh you should've told me you wanted that
I have the export_sprites folder open right now, what names do they go by?
sSham
is it too much of a hassle? we can do that later
I have the sprites, just need to compile them in a gif
if you can, then yes pls!
beautiful :D thank you
the little leaves on the archer are sooo cute
let me try
I want them to be smaller and align with the text paragraphs rather than infobox
and also have a title beneath each one with its name
I have been trying to note stuff down while recording my runs for the proof, however, I made the mistake and got lost. I also forgot about the recordings and deleted them because I wanted to make space for the... recordings. 
Anyway
Monsters
Colossus
- Elite specific changes:
- Blazing summons blazing wisps.
- Overloading summons non-elite jellyfishes (even with Artifact of Honor on)
- Frenzied summons frenzied rock golems.
- Leeching ... ??? Test
- Volatile summons volatile rock golems.
Wandering Vagrant
- Elite specific changes:
- Blazing... ??? Test
- Overloading's orbs will electrocute you if you are near to the detonation. (Test: Zap range seems to be higher than the damage range, but did not check this properly in the middle of getting swarmed.)
- Frenzied's orbs are always orange. (Test: Did not see functionality change.)
- Leeching... ??? (TEST)
- Volatile... ??? (TEST)
Ancient Wisp
- Elite specific changes:
- Blazing's sparks leave behind a fire trail. They do not spawn blazing wisps upon death.
- Overloading... ??? (TEST)
- Frenzied... ??? (TEST)
- Leeching... ??? (TEST)
- Volatile's attacks have no gaps between sparks. (Test: They seemed to be slightly faster?) (Test: Do they spawn volatile elite wisps? Why did I even note that blazing does not do it but not that volatile does it?)
Cremator
- Elite specific changes:
- Blazing
- Overloading cremators have no zapping property (Test: This needs a sanity check.), but the rocks they throw at you will zap you. The projectiles have no indication of being overloaded and there seems to be some delay? (TEST)
- TEST
Items
Drone Repair Kit
- The drone granted by the item can be scrapped in exchange for nothing.
##Imp Overlord's Tentacles - The summoned imp is affected by time stop.
Interactibles
Drone Scrapper
- TEST: The order of scrapping. It seems to be based on acquisition order, but needs to be checked.
Random Stuff
- Test: The rounding on the HUD. (saw 118.8 HP shown as 119, but is it always rounding up?)
wall of text jumpscare

You have no idea how many notes I have lost.
Can I get it pinned for ease of access to edit it as I keep playing and praying?
its called TODO i think it was on their to do list but they never got around to it
maybe a pilot prism skin?
lmao read further down
- black imp page refers to the imp as a "red imp" in the purple imp section
- the clay man page says they can go through walls?
- elder lemurian page calls its attack "damage over time" which is confusing, because its not actually a DoT effect
- lynx tribe page says they can spawn naturally (i dont know if this is true)
- lemurian cavalry page compares the mount to a toxic beast instead of a boarlit
- lemurian cavalry page incorrectly refers to the lemurian lancer as just lemurian
- mechanical spider page says they can climb
- macrobic predator page does not mention that it can attack downwards, or that its attacks can pass through solid terrain
- parent page says they cant fall off ledges, but im pretty sure they can
- spitter page says theyre humanoid??? what is up with all the whack physical descriptions?
- swift page says they attack diagonally, but thats not always true
- temple guard page doesn't list its self-buffing armor attack
- temple guard (and like every page, really) has a lot of bizarre subjective "tips" thrown in
- specifically on temple guards, it says their area denial is "unparalleled". what?
- tuber page says they only jump out when the player is nearby
- it also says they re-bury themselves when you're "far enough away"
- boarlit page says they spawn naturally in boar beach, which is misleading
- sanctuary guard page does not list its self-buffing armor attack
- tiny imp page doesn't list the time limit of the shrine, but it probably should
- colossus page doesn't mention that the clap can damage the survivor (im pretty sure it can, at least)
- the cremator lists proper real info in the trivia section, and lacks all other page text
- the ifrit page calls its anatomy "striking"????? what does this mean??
- ifrit's page doesn't mention the fire waves it can spawn
- the imp overlord page incorrectly refers to the imp overlord as a red imp in the imp vanguard section
- the lynx totem page does not mention that the jump/stomp attack can damage the player (again, i at least think it can)
- the magma worm page lists that the volatile magma worm is new to rorr, when it is actually from the first ror1 mod, special delivery
- toxic beast page says it only summons boarlits when it is initially spawned
- wandering vagrant page uses the wrong idle animation
- acrid links to the survivor acrid page, which should have an NPC section or a different page
- gilded wurms links to providence instead of their own page
jesus christ
wall of text jumpscare: 2
oh god
the enemy pages are kind of um


tbf when I rewrote a lot of the pages I left some details in from previous edits to not be complete erasure of work
why is robomando not on the wiki?
pinned message :)
because hes a secret
ohhh ty
game just came out
by the way, I feel like I should say it here:
I have made a page with all the technical info about enemies (images, stats, what type of enemy, etc.)
https://riskofrainreturns.wiki.gg/wiki/Module:Enemies/Data
and I am using this data to build the 'Enemies' page with a different module
https://riskofrainreturns.wiki.gg/wiki/Module:Enemies
the goal was to centralize this technical stuff and maybe use it later for tooltips, infoboxes and things like that - I have done the same for items but I haven't updated the 'Items' page yet
oh btw btw gummy while you're here
can you add the navbox to the bottom of every page i think admins can do that right
I was just about to ask for the sprite file name for the archaic wisp
this is huge. thanks
oh amazing! we can just add all the mobility info to this right? i assume it pulls from the infoboxes?
So just warn me if this approach doesn't sit well with you and I'll remove it
uhhh dunno, ill check!
oh good y'all like it
oh also elbry
enemy menu gif things where are they
OH
YOU ADDED THEM OKAY
mb
yeah this looks really nice
also, how do archaic wisps differ from greater wisps? you mentioned they had a diff attack?
I manually created the data from what is in the wiki, and since you seem to like this approach I'll update the infobox template to pull from this data as well
in my runs I didn't really notice any diff
2 balls instead of 1
So yes, you can add the mobility data there
balls?
2 different instances of damage
I'll make documentation pages so it's easier
44 + 44 instead of 88
i think
its a very minor difference but its notable enough to warrant its own page
remember, its all in the balls
i love balls
can anyone rip the texture for the menu buttons
and also maybe the font too
i wanna make a little text thing for each enemy so that can be below the thingy instead of the text link
that would be cool i think
with the names having different lengths it'll be tough I think
meant to respond to this
The fonts should be available in the included files.
wait actually how about one of these
anyways im huntin for logs again! if u need anything ping me :)
Do wanna mention, the backup drones fire piercing shots that can hit groups of enemies at once much like the arms race shotgun drone. Could be something worth adding to the drone wiki page
cause like what happens on mobile when the screen is smaller and a name takes 2 lines
your texture can't account for that
hm
i mean it would just be another image below the thing right
can we even do that
make sure nobody else is editing the page when u do
only missing variant 5 of ancient valley and variant 2 of magma barracks... so close...
<game golder>\data\font
i guess another way to go about it would be to put the name in the gifs around there or something
then we dont need the text below it at all
do you need the actual log locations or the maps themselves
but then again all the gifs are already made and it would be a huge pain in the ass for you lot
huh didn't know that
Yea I tested it a bit
it would mask their beautiful sprites 😭
I have variant 5 of ancient valley
maps themselves, for assembling the big ones
what do you need? screenshots of the map?
yep, a full-size assembly of the entire map
hmm. complicated
ive done it for 18 so far, im just pausing because i delete all my ui files to get clean screenshots
which makes actually playing very hard
so i want to get the rest of the logs before doing it again
the patch restored the ui.... lol
how so?
I can send you screen snips so the UI doesn't get in the way
yeah that works! as long as i get the full map
like this for example
i had to trim out the ui originally, but it was a lot more time-consuming which is why i deleted it all
bad aligment :c
ohhh you have backgrounds too, right
dw about it hahah
i just gotta grind out the logs
theyre going to be so good on the wiki
so you'll do it yourself?
oh because you need them backgroundless
because the background has parallax
yeah
You're gonna have to turn off background yeah
"turn off" lol... thats not an option, is it?
don't you have to delete the files for that
thats what i did
i just got worried that i had missed an in-game option for something which took me a while XD
should i just cheese the logs... do i give in...
Hey guys, how do you get the Providence Fight Artifact?
providence fight artifact?
yep
could you elaborate?
do u mean origin?
yep
you have to beat the game with all the original ror1 artifacts (sans origin) active to unlock it :)
thank you and sorry to bother you
no worries!
isn't dissonance a ror1 artifact
the one that allows all enemies to spawn on any stage?
nope, it isn't, mb
@granite flax what's the purpose of the mobility quickstats? different speeds?
I think gummy is refering to the mobility table
it lists whether or not an enemy is able to climb, drop off ledges, or jump
yup!
I think we also should have a stagger table
aaah it's checkboxes pretty much?
yup
its in the infobox but it goes unused (sad..)
honestly I literally just don't know how to implement it x3
teach me how and I'll do it for every page I go through in the list you sent me!
hold on I'm linking the enemies data and the infobox template
also, I want a clarification on "subjective advice" in the enemy behavior sections @granite flax
should i or should I not include advice on how to counter the enemies' attacks and describe workarounds to their behavior and whatnot?
i would say not
we should provide in-depth explanation purely on objective things provided to us within the game
anything gameplay-related should have nothing subjective involved
thats how wikis like the ror2 one get created
imagine wikipedia, like on a food article or something
it would be strange if they listed foods which pair well with the item in question
does that example make sense 
sure! no problem
it'll take a while to rewrite, but it's effectively deleting content so. should take less effort
thank you so much, and sorry to say it so late 😭 i havent been checking the pages as much as i'd like because im desperately trying to get these logs so i can keep working QwQ
ok, so if everyone is on board with the https://riskofrainreturns.wiki.gg/wiki/Module:Enemies/Data approach
Documentation for this module may be created at Module:Enemies/Data/doc
Infoboxes on individual enemy pages should be called like this: {{#invoke:Enemies|InfoboxEnemy}}
no worries! it would've been said sooner or later.
and the actual data for the infobox should be modified in the above link
does this include the mobility stats we mentioned
yes! but since we didn't have the info in the wiki they're not in the data
I'll make documentation on the page so it's easier to understand
yeah i'm having trouble figuring out how to actualize it into the page
also, after you're done, could you help me with a formatting thing I wanna get down so it'll be perfect?
sure!
alright done with the doc
wooo!!!
nice!
nice!!
aseprite question. I wanna import some files myself so you don't have to. how do you align the image files so when you import them as an animation it doesn't move around in place?
when you extract them with UndertaleModTool, when it asks about padding, click yes to keep the padding
I don't have that :3
oh 😦
let me download it
I think the sprites in the drive don't have this padding
make sure u get the bleeding edge version
while i figure that out, how do I align files with text and give them a little text heading in the bottom of the media preview?
like in the items list
I wanna use this checkmark for the mobility stuff, anyone knows if there's an equivalent X somewhere in the files?
I don't think there is
thats used for providence trials afaik
I can make one by editing this one real quick
was just about to do the same heheh
I think that's literally Text<br>[[Image.png]], but it's self contained in a cell with text-align: center so it all fits nicely together
oh that'd be great
man I haven't worked in aseprite in a while
I should be figuring out how to get the undertale thing working
what's data.win and how do I load it 
this is how it looks rn
it's at the root of your Risk of Rain Retuns game folder
YourDrive\SteamLibrary\steamapps\common\Risk of Rain Returns
found it
Who killed providence?
commando
In the log its unknow the one who did it
commando is the canon answer
oh, til
im at least 90% sure its commando
It's implied Commando wrote the logs I think?
word of god, i dont know if we ever got in-game confirmation
Oh i thought it was pilot, since in the log says about security cams footage, and the one who had acess to most cameras was the pilot
I will go with whoever you play as probably
And the log for Providence says whoever wrote them killed him
i dont like this very much but if i keep tinkering with it until i do ill be here forever 🥹
it looks nice!
i wanna redo the shine... and the shadow... and the shape
but i am forcing myself to hand it in because i think nobody else on the planet will care probably
it will be very small
beautiful :D
thank you !
yippiee!
5th loop no valley...
do y'all think including the walk cycle, and 2 different attacks in the behavior section is too much?
grouped as a single gif
alright here's a complete infobox
by default with this, mobility row will be shown with only Xs, data has to be filled in for it to swap to the checkmark
noted
(btw I hope this Child info is right lol)
My preference would be to have each animation as a separate gif so that people can see what each one looks like, and through that get an idea of how to play around the enemy.
correct
I think so too. less work for me as well
in the infobox just a walk should be there
I meant for enemies with multiple variants/attacks like the lemurian cavalry
we can put others in a gallery section, or alongside the mentioned attack in the behaviour sections
yeah exactly
oh for that, yeah!
https://www.mediawiki.org/wiki/Help:Images/en#Horizontal_alignment btw @smoky juniper this might help you
This page explains the image syntax when editing the wiki.
You or another user must usually upload an image before you can use it on a page.
Images that are stored on a MediaWiki server are usually rendered by using the File: namespace prefix (but the legacy Image: namespace prefix is still supported as a synonym) as the target of a MediaWiki li...
brilliant :D many thanks!
we need the cool font in the infoboxes already augh
it looks so lame alongside the other cool art
not sure how to upload a font on the wiki
opinions?
eventually I settled on the left side because it just wouldn't align nicely with the rest of the page
@granite flax can you do anything about fonts
and I ditched the thumbnail captions because they're right under their names
with css styling and stuff
just don't look into the raw wikitext script
you can use <br> to do a line break
also if you're doing this for every enemy
we can do a template to make it look nicer maybe
it's not for every enemy, just for ones that variety in their attacks or have multiple variants
it would vary too much. templates will only result in more work here
ah, got it
not sure, ill look into it
can't figure out where to place the <br> so I'm just going to do it manually like I did here :3
ladette :)
ladette sounds funnier

ladette is funny
Some thought: I would experiment with the infobox containing their portrait on the top left, name next to it (title below the name if applicable), but not including their sprite in there. Instead, I would have sprite section with a nice gallery.
idm it :) its just chillin
I didn't mention removing that tho. 
it was supposed to match the survivors but theyre not on the survivors anymore
speaking of, we should put the survivor's idles in their galleries
ah I misunderstood
you mean the entire infobox on the left
No-no
damn it 😂
aaaaah
NOT ME SCREWING UP THE SECOND GREEN ARROW
yeah that's doable

does this look fine or too messy?
lemme try
sure, I'll save the page as is
I don't like that it goes down into the logs
no no I meant the infobox thing
I would really like to make the box look similar to the in-game logs visually too.
oh. well. I implore you to try then c:
(I mean their look, not their positioning stuff.)
storing!!! #5
only 1 to go
yeah that'd be rly cool
stuff like the looks really should be taking a backseat rn
can I take this opportunity to say the ancient wisp portrait looks absolutely badass
we have a loooot of gaps in information and missing pages
However, counter argument: Hoopoo is not telling us lot of information either.
I also like looking pretty 👉👈
I mean yeah but different ppl do different things on the wiki
I like working on stuff like this, meanwhile other ppl get the info 😄
Just don't forget to hydrate, take some rest sometimes, and do some other activities to not burn yourself out.
i will never rest
exactly u get it
yeah thats why i said it
what the fuck hopoo
also, Phantasm subtitle, is that just for the imps?
I'm pretty sure that every blighted horde of many gets that, but will come back after checking it back.
For some reason, the game does not want me to beat a run with Arti on monsoon. The RNG on the enemy spawns are just on another level.

theyre called portal imps everywhere except for the log im pretty sure
Potential typo?
can someone confirm whether or not temple guard's defense buff ability makes them immune to stuns
@smoky juniper
reformat stone colossus page
rewrite cremator, imp overlord, lynx totem, magma worm, wandering vagrant and tuber page
make pages for npc acrid and gilded wurms
im done adding gifs. ill see what i can do tomorrow
They're also called Portal Imps when you die to them, so I assume that's their in-game name and the log is the exception.
freeeee
i have EVERY LOG! now i can do all the maps yayyy
do certain enemies only spawn on monsoon before looping?
i was noticing i saw an archaic wisp on hive cluster
and the wiki currently says the only spawn on post loop
not sure if that's a monsoon exclusive thing
im pretty sure its not a loop-only spawn
nope
why does ancient valley variant 4 have multiple full screens height' worth of blank space above the map 😭
idk lmao
go on my user page and click one of the first three trials on the top of the image https://riskofrainreturns.wiki.gg/wiki/User:Elbry
this is so cool
I'll complete that tomorrow!
cant wait 
halfway done with the maps
i tested out the imp shrines with friends and got all the values
Hey are we thinking about adding a section about drones
There's a drones page
varies depending on the source
Really
Wait so shoped temp items and drifter temp items last a different amount of time
pretty sure. havent verified that fully though
i know that sub. dupe's items last a different amount of time + stacking influences it
Doesnt stack just refresh the timer?
@stuck saffron my fault i thought it would be on main page
as in stacking the dupe, not the item itself
stages 1-3 done :) napping now and then i recommence after real life business
Im still confused but enjoy your nap
stacking substandard duplicator increases the amount of time that the temporary copies last for\
have a nice nap
?????
well it is a skin that makes acrid white and blue
i thought it was just a reference to 2's mastery skin
anybody know why the green items have game of origin in the infobox?
well. slightly different accents
albino-crid is more pink-white than white-white
...pink might be from lighting, but i know it isnt white-white
thats definitely from lighting but yeah it isnt exactly pure white, slight tint to it
ello
wiki doesnt mention umbrella gains
we just copied the in game tooltip until we can confirm it
but it should be a flat 15 seconds with another stack
capping out at 2
alrighty thank you
The hardest captcha be like:
I think its a reference to starstorms anointed skins
hey so I found a bug/exploit using the substandard duplicator item that lets you open all the keycard doors with one temp keycard, can i just go to the wiki and add it?
We need this template https://en.wikipedia.org/wiki/Template:Clear
To prevent this
https://riskofrainreturns.wiki.gg/wiki/ChallengesWhat is supposed to be on this page?
https://riskofrainreturns.wiki.gg/wiki/Achievements I think most of the challenges are here?
Completing an Achievement, Challenge, or Trial will unlock either a Survivor, Item or Equipment (that will start to drop in subsequent runs).
I was just editing the imp overlord page as you did that lol
I work around it by just adding a bunch of linebreaks until the content aligns properly
doesn't always work. maybe we can ask @stuck saffron to help
The clear template is easy to use, we have it on dead cells wiki
idk how to incorporate templates so I'll leave it to the pros
I could add it but wait for permission first
gummy is still asleep I think. let's just wait for her yeah
Wait for girlboss 
Is there a solid etiquette given for showing Artifact locations, yet?
IE, I'm about to upload these for glass, but is there a better way?
There isn't anything consistent at the moment but I have also no idea if something is being discussed or worked on
Yeah I linked all the enemy pages to the DB, and when I created it I fixed all these little issues
Well, the ones I noticed
Glass page now properly exists, for the most part
looks awesome :D
Damn that's nice
that looks fucking sick wow
https://riskofrainreturns.wiki.gg/wiki/Imp_Overlord yeah {{clear}} template works nice
@smoky juniper no need to put 15 carriage returns after images anymore lol
Is the wiki down?
been like this for minutes
refresh? it loads fine for me
CTRL + F5?
yep
huh, weird
I was about to say check your internet but
you wouldn't have been able to chat with us
Sometimes, a cache emptying helps.
Now, onto figuring out how to implement this.
it's just a visual graphic right?
we could ask gummy and other people like elbry to help
CSS scares me.
I can take a stab at it yeah
not sure about the borders though
could be done separately perhaps
there is a border-image property, but I haven't looked into it much
that'll probably be it
@past stratus could you send me the sprites you used?
DMs or fine here?
either way works!
ty
https://riskofrainreturns.wiki.gg/wiki/Providence_Trials trials image is now clickable 
Providence Trials are a collection of challenges which feature different levels, rulesets and objectives. They serve as the primary method of unlocking many items and skills. Each trial has a goal the player must reach in order to successfully complete a trial, and every trial also has a second harder goal the player must reach to achieve a gold...
the robomando wars continue to rage on, people have starting reverting gummy's reverts
wtf
i do love this addition a lot

i wanna try starting the Judgement page, any page skeleton i can follow to get started?
https://riskofrainreturns.wiki.gg/wiki/Trial_Template I think most ppl are following this template
[brief trial description, incl. survivor]
[prerequisites to unlock]
[what it unlocks]
but tbh the Judgement page is gonna be a doozy I'm not sure how it's gonna work yet
there's so much
"most people" other than the top 2 rows it's just me writing all of them 
sorryyyy
i think im going to lock the survivor page
anyone who wants an edit can just directly send it to me
anyway
real life over
back on the map grind
rip my number 1 page to edit
just before i make an edit on something we all agree that the monster logs were written by commando and commando killed providence right
for sure
just for this on providences page
because Providence Log and Providence Monster Log sound really weird there
has this been officially confirmed anywhere?
I think it makes sense for it to be commando as well, but are we sure it really is
I think the closest you get is that some monster logs mention the use of pistols and a knife
theres no way it isnt commando but theyve never officially said it
y'know i dont think acrid, han-d or chef would be able to write logs
Trokk log mentions pistol, Swift log mentions a knife, the only character we know that has both of those is commando (assuming every log is written by the same person)
Of course there's no reason other characters can't have those things but yknow, just going off game skills
90% sure it was word of god'd at some point
we know it wasnt chef or acrid since they both end up in the void
"Oh. Fear. The Imp causes me fear, with its razor sharp talons and its one eye, locked into mine through my helmet." So not someone without a helmet (this barely helps basically every ror character has a helmet)
again im pretty sure they have confirmed it at some point
would need a source to add that
yeah im diggin' for one
RoR2 and RoR1/R have small inconsistencies between lore so I'd say [this RoR1 ending is canon in RoR2] is not the same as [this ending is canon for RoR1]
Citations. Citations-Citations-Citations
make sure to cite things that arent explicitly stated in game or page
and i would personally not put anything that are simply speculations without stating otherwise
definitely very against unnoted speculation
"But everyone is talking about it, so it has to be true!" 
Does anyone know about the obtaining of artifact of distortion? I have some info but i dont want to yap about things already known
oh wow the Judgement icon has different states for the number of survivors completed, which one should i put in the wiki?
Obviously, either the default or when you fully completed it.
It should be the default, then you can mention it later how it changes based on that condition.
have any other ||prismatic skins|| been found?
the strange battery page mentions it unlocks a certain character
lmao
huh... that's interesting
wait nvm i misread the filenames lmao
but i forgot which icon is the default one
Sadly, I can't tell you that yet.
purplish
yeah it's in the files but there's no prism for it as far as we're aware
ok will use the second, thanks
so I redirected damage chest to chests
Chests already redirects to Interactables

how do you check for prisms? do you just check everywhere or do you go through the level files?
also has anyone checked for prisms in the trials?
can't go through the level files, so for now it's just what's been found
Going over the level files is a bit of a pain as of right now. You can't really make sense of it without proper reverse engineering.
what's the sprite name for the shard icon?
Their internal name refers to them as strange prism and they have two sprites: sStrangePrism and sStrangePrismEmpty.
uhhh what should i list the goal on Judgement as? there's no time limit
so you can look for ror:secertZone in the files which is interesting
what
Not really.
does anyone have a list of currently discovered shards?
It's like the only readable part of the map levels.
Nvm, so you are thinking of using that to locate missing ones.
yes
i would not be surprised if that last prism is somehow out of bounds and thats why we think is unobtainable
that bandit one is hilarious
should i start hyperlinking all the judgement skins to the page now that it (somewhat) exists?
nvm that
was about to ask something else lol
interesting
should i list complete all survivors (actual thing to do) as the Gold Rank requirement, or the par time (listed in game)?
Do not forget that it might be still a fluke and might not contain a thing.
But good idea tho.
no I'm pretty sure it's right
everything lines up
the only problem is that ancient valley 2 only seems to have 1 shard which is odd
which font did you use for this?
here's all the prisms including in trials which have none
desolateForest_3 (Commando) tutorial (Bandit) ancientValley_2 (Drifter) driedLake_3 (Artificer) boarBeach_1 (Acrid) magmaBarracks_2 (Huntress) riskOfRain_1 (has 2) riskOfRain_2 (has 2) skyMeadown_2 (Loader)
Why do you think so?
cause on that prism list it says both acrid and drifter have a skin there
idk the difference between the two risk of rain levels
oh wait
nvm
they wrote ancient valley 2 but meant boar beach
boar beach is in ancient valley 2
yeah yeah
RZpix, which you can find at <game install>\data\font. Installed it from there. lol
It has no license included for it, so I assume it's something they created specifically for themelves?
so either the two variants of the final level have different prisms or these are all the prisms in the game atm
I installed every font except for this one lol, I somehow missed it
Just like how I missed the first line in the patch notes!
arent you required to get the gold time on every survivor to gold it?
gonna try and dig through the files to see if I can find that unlock tho
Alternatively, both variants have the same prism, but only spawns if you did not collect it before.
yeah probably
After all, there are 3 objects for prisms:
just complete on all characters I believe
prisms still spawn if you collected them before
it just doesn't give you anything if you collect it again
yup can confirm this
It can still be the same prism anyway.
prism spawn region is likely the area threshold for it appearing when you get close
this can actually be easily tested by force loading stage 6 as stage 1 on a new save but honestly it's a pain in the ass to do it lmao
nope! just complete them as all survivors (i think doing par time on some survivors is just straight up impossible lol)
ah, then list whatever the actual gold requirement is
👍
here's the probably complete prism list
desolateForest_3 (Commando)
tutorial (Bandit)
ancientValley_2 (Drifter)
driedLake_3 (Artificer)
boarBeach_1 (Acrid)
magmaBarracks_2 (Huntress)
riskOfRain_1 (Acrid + Mercenary)
riskOfRain_2 (Acrid + Mercenary)
skyMeadown_2 (Loader)
i still wonder if theres one in a trial somewhere
didn't found anywhere the pilot one ?
any mentions of it ?
that's what I'm looking for
if 1 can be in the tutorial then for sure one is in a trial
500 points on hot rope hop unlocks the golden huntress
it's not a prism skin as I checked every single level file and we found all of them
checked those too and no apparently
my guess is that it's a cook acrid type unlock
actually, remember how in ror1 you could go to the top of the ship and there was a helmet easter egg? how about going there with pilot?
actually should the strange battery even say it's used for a secret quest
it does make it not look very nice... just a small peeve :d
this thing is held together by duct tape, poor css, and hope, and the border edges are all squished 
that border-image property will NOT agree with me
i still think that is a prism unlock cuz someone posted a file with all the "Challenge Complete" text
it was posted like a week ago i think
oh interesting, i never realized that some of the unused trials are still in the trials folder...
yeah true I didn't think about judgement when I added this to the infobox
oh I see
hmm
I think it might be unused
or a very odd prism that doesn't spawn normally but is spawned by a specific event
yeah, just like the judgement skin for robomando
So close, yet... so far.
Can you somehow define a 9-slice in CSS?
It still looks great tho!
that's what the property is supposed to do but it somehow gets squished I'm not sure why
Time to dig in and find out if you can have multiple 9-slice modes in CSS.
Nvm, I understand absolutely nothing.
oh wait no I may be double stupid
uhhh
give me a sec
I should really analyize shit more
Just don't try to assume too much. What did you find?
hmm whatever came of bizz's code thing?
someone added a robomando color to Template:Color
i assume it lead to robo in some way?
no I accidentally counted ror:PrismSpawnZone and ror:SpawnPrism twice I think
it was about the survivors travel id's in the logs and that helped finding out the steps for robomando unlock
ppl sure are persistent
however I can now see which prism unlocks what
I think this is ridiculous and he should have been on the wiki already
but I'm not doing anything because I wanna keep my editing rights
so I just laugh at other people who are still trying

why not just create a section in the wiki that is talking about the secrets in the game so robomando can be on the wiki for once
how did it? im curious, im no code-cracker and i cant see the linkage
ok so I have found an actually reliable way to test it thanks to this
all shards that spawn from passing through a specific point in a stage have been found
the ones inr ror_1 and ror_2 are the same
searching "_skin_s" accounts for every possible unlock method, even ones we dont know about
if its something bound to a map, that will find it
there is this bit which can be seen in a hex editor which could be an alternate way to spawn a prism but it's likely just the function to spawn the existing ones
yup
however
I wonder what would happen if I just set the tuorial prism to unlock a different skin
like the pilot one for example :)
LOL
this might also unlock robomando judgement
That is, I'm 99% sure, literally just the create event of the prism.
That string can be read elsewhere too tho.
at least when the page is finally unlocked it'll be instantly complete because info is being compiled and is ready to publish
oh yeah
I gotta see if he dodges whorls



its inconsistent in the game....





