#ror-wiki-discussion
1 messages · Page 10 of 1
If it's the same as it was in RoR2, DAMAGE means base damage and TOTAL means damage dealt by the attack
e.g. a mortar triggered by a 20 damage bullet would deal 34 damage (170% TOTAL damage)
Ye
(double checked, mace is 45s)
Also, I'm just now noticing crowbar's description states that it deals +50% damage to enemies above 80% health, not TOTAL damage.
I don't know if that's a description error or if crowbars are now cursed.
I just found a weird pot that looked like an interactble, so I pressed the interact button and it summonsed 4-5 frenzied imp overloards on me. Do we know what this is?
The interacables page does not have this at all.
That’s a big imp shrine
^
drops 2 reds on completion!
It spawns 2 red items once you kill all the overlords
very awesome addition im a big fan
But will that include “bonus damage” 🙂
Same :)
Cost 50% of your HP to activate and only spawn after loop
No
Would be extremely surprised if it did
So then are we just calculating total damage when we test basic attacks?
Crowbars definitely should have TOTAL in their description, easy test with Steady Aim
In RoR2, that's what it meant yeah
It was the damage your attack did, as calculated from the % damage and base damage
At one point I think crits and crowbars were considered part of TOTAL damage, but that lead to silly damage in proc chains, think 2x2x2x damage off 3 procs, all of which crit
Even funnier with crowbars
oh thats so weird! the guaranteed golden chest shows up in the map viewer, but no other guaranteed interactables do...
not even the large chest in TOTE variant 1
I don’t think either of the gold chests off of the final map show up either right?
they do!
Wild
So close
I’ve heard there’s some variance in the sets
i just looked into the main.trials file. i havent unlocked the trial yet
Eg the yellow item can have wisp/ifrit/mortar and another I can’t remember at the moment
Ah
you mind if i just dump the relevant code in here?
I don’t mind
"trigger_SpawnShops0" : [
["spawn_shop", 1575, 1600, ["Hitlist", "Heart", "Scepter", "Ukulele", "Amethyst"]],
["trigger", "MakeShopsFree"]
],
[
["spawn_shop", 1890, 1972, ["Heart", "Teddy", "Feather"]],
["spawn_shop", 2178, 1972, ["Shackle", "Cell", "Boxing"]],
["spawn_shop", 2178, 1748, ["Hoof", "Thorns", "Gasoline"]],
["spawn_shop", 1890, 1748, ["AlienHead", "Hardlight", "Scepter"]],
that’s the starter item pick on the first one
Ye so how it works is you pick four items (one from each shop) after each stage
there are different starting items for different survivors
like commando1 has no items but commando2 has ukulele and crowbar
who is commando 1 and 2?
are they skins?
or variance again?
You don’t get to pick anything other than the character (not even alt skills) so it might be a test char?
maybe its the stage based character
the only thing that stays persistent is your health, maybe items too
Should the details on the page state the sets or just that these are all the items that can spawn
oh ive never noticed any variance, always playing the same character fwiw
what is umbra?
depends on the context
like the umbral version of the survivor?
if i had to guess, in the context of judgement, the umbras would be ||the shadow clones of the survivors you fight in the final stage||
there is four sets of 8 things each
yup, that sounds right to me
in the bosses section, some are obvious but there is also Worm and a WurmHead, a ShamG and a Mac
Probably magma worm and macrobe predator for the first and last
Could the Wurm be providence's personal worms?
When does it show up?
WurmHead is providence's
wurm = gilded wurm
ShamG is the lynx totem
what letter comes after Mac?
if its MacG thats a macrobic predator
Have they been hiding a Fourth macrobe?!?
Its just Mac
just Mac is the normal Macrobes
it does share the same attributes as the imp
idk whether by imp it means the regular imps or overlord
where are you getting all this
This one
with respect to code, the mac and imp attributes are identical
while gameplay, do you encounter imps
I know there’s a big imp but I can’t remember more than that
a blazing imp overlord spawns on the TOTE level of judgement
and a few normal imps spawn during the damp caverns one
you can kinda cheat by changing the values in the main.trials file. For testing purposes.
you can break the ui doing it
but just deleting the file and validating the files through steam will fix it
wow its pretty open here
you can change what rarity if item drops if you open chests
i am seeing that there is absolutely 0 variance in item shops, btw
you can give yourself more starting items, more health
People be lying then 🙂
but i dont know if anythign would stop you from adding more shops
just give it coords that dont overlap
steam just allows the achievements through
looking at the file myself, this is not related to judgement
i got it while searching for final
those are going into other trials, its the details for "A Colossal Feat" and "Brave Heart, Steady Hand"
searching for judgement gave no hits
its not called judgement in there
man this stuff is all really laid out
you could make a pretty rudimentary hacked-together custom trial with some elbow grease
maybe
and if not an entirely custom one, you could for sure make a pretty variant derivative
Would it be maps that are the hardest part to change?
Ordinary runs? Yeah
For making trials I mean
the maps are defined in the .rorlvl files
(or using one of the unused ones i suppose)
i cant open them in notepad++, so they may be hex format
yup yup
all maps DONE!!!
just need to add their logs in and then ill put them all into the wiki
Just for future reference, here's some proof that damage is halved with each pierce. Perfect reload damage doesn't have random spread, and this shot was taken with glass enabled. Damage through each target is
900, 450, 225, 113, 57, 29, 15, 8, 4, 2
Which clearly shows it's halved (and then rounded up) with each pierce.
now THIS is great stuff
Wouldn't be needed if I could decompile 
i kind of love that we cant decompile
i genuinely love the searching and reverse-engineering of it
After reading that merc's primary supposedly can hit "up to" 3 creatures, I'm not looking forward to figuring out how melee damage pierces, if at all 
LOL
i think most "explosion" type things dont have decay, but obviously this needs verifying
I believe that's the case; Nanobomb doesn't seem to have anything of the sort, Commando's shotgun does seem to have decay (it is a bunch of bullets after all), Bandit's Smokebomb may not have decay, but can deal low damage to enemies that are further away...
things like smokebomb sometimes have damage falloff, which is an entirely separate issue 
The numbers!
do we have a damage statistics page
the numbers! 
That’s the current brain hurt
not yet because we're still figuring it out
I only ever noticed it doing 140% and 25%, but I didn't test it more than a few times
might be a sweetspot thing, then
what’s the point of damage falloff on an ability that has such a small aoe and one you don’t even use for damage

Artificer's ice wall has a cooldown of 15 seconds and deals 75% damage in a small AoE (description says it deals 100%)

so cool...
OH NO EVEN THE DESCRIPTIONS ARE WRONG
Unless icewall also has a tiny sweet spot, who knows 
frequently! :)
im not smart enough for damage calcs anyway i just like seeing the finished product
so i shouldn’t be complaining, i have my own things to do
It doesn't seem complicated, just Total Damage = (class base Damage) x (listed damage in %)
For piercing, halve the damage for each enemy pierced
(bullet piercing, that is)
Then you have artificer's chakrams
i think we mentioned commando shotgun before when we were doing the scepter variants
it says “piercing” which probably means it deals 100% of its damage to all enemies hit
They deal 45 damage on the way out, and on the way back. Piercing, no falloff.
While at the apex they also inflict the burn status to one enemy, done five times. Each burn deals 10% base damage 6 times, and they can all stack.
From testing, it looks like it pierces in the same way as Steady Aim and Clusterfire
With the 1/2 damage penalty on each pierce
non scepter right?
non scepter
i could test with scepter today
the trials are wonderful place to test as you can have the survivor start with certain items, making it a controlled experiment
I'll test it in a second. If there's on thing Judgement is good for, it's testing Scepter
Wait
I forgot you can't use the shotgun there
Nevermind 
you can enable it, right?
Definitely possible, they're just defined using json files, right?
trials sometimes have modified stats which may not always be accurate
Though tbh I'm gonna head to bed in a few minutes, too tired for that right now
and prov trials don’t let you use alt abilities
And do we have boss health bars in judgement?
nope
but they're all well defined
Several prov trials exist solely to test alt abilities
Surely it's modifiable
This is an issue, but golden gun or similar can alleviate it
maybe. i forgot half of them by now because some of them are so gimmicky
is there a way to import saves from other players?
should be the same as ror1?
Isn’t golden gun a multiplier based on money as bonus damage?
ror1 had a init file. I couldnt find the same for rorr
hex maybe?
I suspect the cap of 40% damage is based on your attack's total damage, not your base damage
At the very least, crowbars are worded similarly.
The item descriptions are ambiguous between "% damage done" and "% base damage"
I know golden gun gives 0 damage number pop ups if you are poor
They never specify, unless it's TOTAL damage
is there anything that needs to be tested today? I could give it a go
For golden gun you'd need to give yourself $$$
Actually, we should set up a google doc for this
Yeaaah, I need to move to a google sheet, I'm using excel right now
If you send me the file when I’m on I’ll make one
But a doc with links to tools, like a preset "here's a modified trial for weapon testing" would be helpful
You sure? It's a little formula heavy.
Or do you mean a doc?
Ye I like formulas
this is super duper possible.. not a bad idea at all
Note, I first made this to compare DPS.
The entries it has aren't necessarily optimal for any other given purpose.
For example: Pilot's landmines have damage listed assuming 7 explosions, which was the highest I saw them trigger.
So they were treated the same as any other multi-hit ability
It’ll be about an hour till I properly get to look through so no rush
The damage for different crowd sizes is also calculated differently for different abilities
Based on if they use the bullet piercing logic or not
¯_(ツ)_/¯
In a google sheet I'd probably include columns indicated which one to use so the formulas would remain consistent
Anyway, night y'all
night!
how about a local copy seperate from steam to test and not mess up steam achievements and things?
thatd be on the user not the maker, right?
theyve always just been gilded wurms afaik
you can play the game now!
they dropped a monster log called ornate wurms back in ror1 . They will unlock magma worm's log if you didnt have it.
Divide all monsters into wether they are beams or balls
this is clearly the smartest categorization method
lemurian (ball) (normal lem, teeth are like balls) vs lemurian (beam) (elder lemurian, breath is a beam)
what about imps?
im just now noticing i dont think the characters' in-game sprites are anywhere on their pages
were we waiting until we had animated ones?
ohh i see
should i put the damage file as anyone access or restrict it?
and adding more things just pushes the shop along
i tested toxin and its a separate damage number as well
which isnt effected by the variance so its just "bonus" damage
holy hell
Wait that's rly cool lol
benefits of having access to the code ahaha
How do you do it?
Wisps are both balls (their shape) and beams (their attack)
How do you solve this conundrum
Also "teeth are like balls"?
theres a file called main.trials in the files that has every trial basically in plain text
yup
Omg controlled environment for testing
wait let me cook

Incredible
we have a testing room
went ahead and uploaded Huntress' providence trial videos and added them to the pages (for the ones that exist anyway)
https://www.youtube.com/watch?v=XPaFY0kjyjg
Gold Rank: 1:00.0
My Time: 0:46.7
Another trial that tries to lead you on slower routes, but this one at least makes an attempt to help guide you on how the ability works. An interesting trick you can do with this ability is right as the arrow lands you can perform a jump which lets you do some of the shortcuts shown in this video.
Completing ...
Nice, thanks a lot
Which ones are we missing?
I'm guessing the rope one
Lol the Providence Trials page is scuffed on mobile because of the huge picture
Or maybe because I turned it into an imagemap
yeah the rope one is empty at the moment
You have missed the part where we realised that Bandit's primary is like 85% damage instead of the 150% on the tooltip. It's genuinely insane how bad and/or straight misleading Hoopoo descriptions are. 
Really need to finish that skills template thing to put corrective notes under EVERY skill lol
@past stratus if you have design ideas lmk
ill toss the link to the sheet for testing
Oh yeah, reminds me: I always wanted to rename the "correction" template to "Editor's note", which I think makes a lot more sense and easier to apply this in almost every situation.
Can the link be pinned here?
ive got it public edit currently and with how specific the numbers are its dangerous
Ah gotcha
I'm trusted, apparently 🥺
We don't have a "correction" template though
Not yet
Also, I said template because LoL Wiki literally makes template out of anything, even when they really should not.
i dmed you the link
Also yes! I can start working on drafts.
Thanks!
trials status: I'll add engineer and sniper + add descriptions for the top 2 rows later today, but for everything else if it doesn't exist now it most likely won't in the near future (or will have no description)
I'll whip up basic pages for the ones we're still missing this evening then
Thanks a lot for making all of these
LETS GOOO!!! so glad this worked
omg test item my beloved
i have messed witth the test arena even more 
Can you also add regular enemies so we can test level scaling
Or maybe we can just kill the boss lol
the boss will have xp rewards but you can probably spawn normal enemies by modifying the other misc. spawns that the timer causes, i think
so far ive disabled all mobs (except a random parent and the baby boars that the beast spawns)
"difficulty_scaling_enabled" : false,
"enemies_drop_xp" : false,
Oh it's great that we have these options!
oh hell yeaaaahhhhh
i dmed you the google sheet
did you want the sheet as well?
I don't know how to use it
Just look at the pretty numbers
sent
magnificent
the second page is there so we know exactly what items are "bonus" damage vs base damage increases etc
makes sense
if you give yourself an incorrect item name it gives the test eggplant
i like how an item not meant to exist has a full sprite done for it
and name + description when you hover over it
better that than a crash! and better this than nothing, because if its nothing, you dont know what part of the process went wrong
yeah I meant more so they could've just made it a white square or something
something that would take no effort
this trial looks correct right? 
explode
Loader gaming
so we have access to any character/Item/skills we want
even the cursed child
wait no
he breaks it!
atm just the beast
shucks
theres a trial that spawns a colossus that i can probably mess with to set this up as well
afaik there were no trials with starting equipment, were there?
robomando?
we dare not speak his name
good point lemme test something
random parent removed
did anybody find out the name of the boar in the lemurian cavalry?
enforcer shadow one starts u with a bouncing brain
danke
its just "lemurian cavalry", too 
this gets us any equipment testing
it has been found
"a toxic path" (foreign fruit) works too, but its a timer one so like. not as useful LOL
i feel like inner demons is a great testing ground because of the lack of natural spawns, and starting items + starting equipment
ye i just needed the code for "starting equipment"
was inner demons the merc one against another merc?
nah the enforcer versus shadows/umbras
^
aight lemme poke around
Is it possible to add a text/change the "defeat the wild boar boss" to some attribute of the survivor like speed/damage etc?
what do you mean by that?
Billy the Boar
like a visual aid to how items affect numbers
You mean display a variable?
maybe possible, but unlikely
normally variables like that have to be specifically passed for something which is parsing plaintext
ok so it seems like as part of the .rorlvl it spawns the starter mobs but anything after that we can mess with
so ive got the inner demons spawning one enforcer and then stopping
idk who wrote that but its genius
theres alot of arguments its calling for that im guessing are in the .rorlvl
i need a trial that has natural spawns
more testing
might be able to use uhhhhh
equivalent exchange might be good
no timer, has spawns
we have timer control
get off my lawn isn't natural spawns, they're scripted one after another
natural, not sure, but there are some with randomized spawns at the very least
ruins of the future has some randomness, but i think its timed spawns which pull from a pool
A Fresh Harvest could work?
e exchange has opened a big thing
:0

we have access to natural spawns
which in treory lets us spawn any mob (maybe bosses)
get off my lawn has a Massive stack of tubers that are part of the starting group 
and i cant get the bosses to want to spawn yet
ye
well kinda
trials can limit what elites can spawn, at least. can probably set certain enemies to only be elites too
the boar from earlier had elite spawns and ive seen elite spawn benifits for the director as well
it looks like we will be able to control the director to some lvl
we have spawned a blighted boar 

YES...
They are scary,
We also spawned a cognate boar. The game does not like this.
If it dies because of its elite prefix, the game just soft locks. 
Our assumption is that it's because you don't get kill credit when cognates die from the bleed out.
At least, I have read that they bleed out, but when I force to spawn them, they just kinda don't lose health?
They just instantly die after few seconds, regardless of their health.
They just die after a set time I believe?
The wiki says fade, which is more ambigious, but my first assumption would be slowly losing health.
But I guess I just got bamboozled. 
also blighted bosses have 700% health
That's a lot
They don’t lose health or anything they just sorta disappear
im out for the night now

We found out that Artificer's primary and special both scales with attack speed. I already kinda noticed that as if it's "maybe does," but now it's 100%.
Now I have to find out if these update dynamically during the cast, or only at the start of cast.
artificer primary is super weird with rapid fire
its like chef's slice you can still spam to make it go faster
Heads up I'm moving that spreadsheet over to google sheets, and separating out particle and move info (for the sake of moves with multiple damage sources of different types)
I dmed you a link to it already!
Just saw, will send you the changes I'm making where I've finalized the format
all the providence trial pages are done 
I marked the 6 that are missing descriptions as stubs but the other 42 are complete
quick screenshot no idea if you still need this lol
bottom right
or just right
who care
NEW DISCOVERY IF YOU INTERACT AFTER GETTING THE DEAD MANS FOOT YOU GET ATTACKED BY 2 ARCHER BUGS!!!
i always wondered why it’s called the bloated survivor if it clearly isn’t surviving anymore
I still had bottom right but a different stage variant apparently https://vxtwitter.com/shredclaw/status/1726649467246653624
hm
alright I need to try this custom trial stuff
hmm should we add the secret char to the wiki soon
it's been nearly 2 weeks
and we'll obviously have spoiler tags and stuff on pages with him
always been like that
it seems like the heaven cracker page doesn't have an image-- it lists Heaven_Cracker.png but either the file doesn't exist or isn't rendering or something
just never tried it in the original lol
thx, will fix!
(should have been there already)
we have a spoiler warning now, and it just occurred to me we can also collapse a whole page
I tried making one before but I think I was using the wrong class for some reason lol
hey @potent rock I see you're online, any chance you can help with this if you have time? thanks! #ror-wiki-discussion message
all set
oh wow great thanks a lot
thoughts? this seems... obtrusive for a tooltip lol
that seems excessive for a hover tooltip
Yeah, I would just keep it simple for these.
time to not destroy the site's CSS 🤞
I do suggest trying to keep some consistency between others tho.
Color and the pixelated text, for example.
will do my best, all feedback is welcome
I'm still figuring out the skills.
right, still need to figure out how to upload a font on the wiki
You are probably going to need Gummy's help.
done, you might need to clear your browser's cache to see the changes correctly
god this is so cool
this is mainly why I made the Items/Data page lol
and to make sure the data in the tooltips is the same as on the item's page
ty 🙂
WOOO ELBRY!!! that rules so hard!!
How would we go about adding cooldown for equipment?
local rarity = frame.args[1]
local wikitable = table_head_item
for i, item in ipairs(Sort(items)) do
if item.Rarity == rarity then
wikitable = wikitable .. table_row_item:format(
item.Name, item.Icon, item.Name, item.Pickup, item.Desc, item.Unlock or "Unlocked by default.")
end
end
return frame:preprocess(wikitable .. "|}")
end``` I don't know a lot about scripting but would we be able to add it into this list or would that break if there's no value
I'm not sure I'll be using this tbh, it would break the item order
Oh I see the boss and special item examples, I guess we'd make one for equipment
and I've learned keeping the log order is important 😄
glad you like it! also it seems I'm an admin on the wiki now? (I promise I won't abuse it I just wanted CSS lol)
what da hell... promotion...
well u seem trustworthy so im not expecting it to be an issue :)
ty 🙂
Top right
okay chief
You could go many ways, such as:
- Cooldown:
xs xs CD
etc.

What if...
Do we need the pick up text?
It looks irrelevant and could be used for the cooldown instead.
Or removed it still and put the CD to the right.
I just feel like the pick up text is really not needed for the hovers, since you just want a quick reminder of what it does.
i dont think it detracts from the tooltip
also looking at it now, we should specify thw slow amount
oh nvm we have no way of getting that LOL
:)
how should i show the command ropes on HC?
top right works nicely
maybe semi-transparent ropes?
hm, not a bad idea! ill try that
going to upload the featureless maps now but ill keep gettings pictures of all the logs so we can have full versions eventually :)
damn they're huge
full size babeyyyy
ancient valley is the tallest map, though
the others are nowhere near this big
ohh thats what a gallery is
what is this
OH
awesome
scale down the bits on the side and this looks really nice
i think this could work
at least replace the transparent background with the metalish effect that one had
it would fit with the games ui a lot more and look pretty
yeah me too but just in case I showed it here
couldn't get it to scale it down properly :/
where can i see this on the site
any trial page should have item links
also if you see an item linked somewhere without a tooltip, it's not using the {{ItemLink}} template and you should replace it
unless it was intended I guess
yeah ofc it can still be tweaked
ty, but to be honest a lot of this originates from the RoR2 wiki, I didn't know lua (the programming language for the modules) at all when I started this
Lua is awesome! 
it has some... interesting quirks
The icon aligns to center. 
never seen 'and' / 'or' used like this lol
i love lua :)
I think the icon looks fine
ditto!
where should it go if not here though
I just mentioned it. I expected it to be always top left.
aah gotcha
I'm still looking into how to get a font on the wiki but it seems like we'd have to modify an actual file on the server to allow font uploads
the pictures I showed were from a local test file
to get the html/css right
aaah no you mean the infoboxes?
true they do have a different font
lemme check
nvm they don't
ok it aint pretty but ancient valley has initial pictures up :)
nice!
feel free to nuke it
im an info and function gal i dont know how to make things look good
we'd probably benefit from this extension that lets you open a picture in full screen without going to the actual file page https://www.mediawiki.org/wiki/Extension:MultimediaViewer
sure lol, first thing I'm noticing is that the gallery arrows are barely noticeable on the dark background
luckily I now have CSS powers
That would be, in-fact, very nice. Especially when the galleries for the sprites will be up.
yup, I think we need to ask our wiki.gg friend for stuff like this though
also the font upload thing
its weird that wiki admins cant do this
well we have to interact with server files directly for this
and I don't know if we have access to that
ahhh, right
I want to make the galleries for the sprites formatted like how I did this elsewhere:
oh yeah that'd be nice
It's pretty easy to set it up too.
that should be super easy yeah
going to properly catalog all the enemy spawns, too, since im seeing a lot of gaps
@stuck saffron can we have something like this for survivors
so it shows their base health, damage armor and ability icons
sorry for the random reply celestine i cba to scroll up to when elbry sent them lol
hm i dunno how useful it would be for survivors?
like, when are we linking to a survivor where knowing their base stats could come in handy
i think it would just be nice for consistency sake
being able to have a quick look at survivor abilities would also be nice for people who havent played them
if someone has not played a survivor theyre not going to recognize their skill icons
skill hover tooltips would be very handy, though
"Class: Ranged" what on earth is up with the ror2 wiki man 😭
it looks nice but im sure we could have something more useful in a survivor tooltip is all i mean
dunno what though
Class: Ball/Beam
its all in the balls
Hovering over skills seems useful for providence trials pages
not sure that's useful though
oh nvm didn't read everything
I can do that too yeah!
elbry carrying the wiki
So much pretty added!
@old summit Here's the updated ability data/damage sheet
https://docs.google.com/spreadsheets/d/1kFWFzXVg1r8GCDjY-jt8yeLIRTebco9CcYMUAV5SuJM/edit?usp=sharing
Permissions should be view-only for now. Could be moved, or I can make a public version.
Biggest problem for completing it is lack of frame data.
Classes
Class,HP,HP Scaling,Regen,Regen Scaling,Damage,Damage Scaling,Armor,Armor Scaling,Speed,Red = Contradicts Description
Commando,110,32,0.6,0.12,12,3,0,2,Green = Verified
Huntress,90,32,0.6,0.12,12,3,0,2,Blue = Verified but Variable
Enforcer,119,34,1.2,0.12,12,3,0,2,Yellow = Unverified Des...
Now in the correct channel
Ye toss it into the main link, I’ll be at my computer in a couple hours
wtf, why is robomando tied for highest damage
do we have any units for speed that we can measure even
oh yeah we got enemys speed
Probably because his multipliers on his skills are kinda low
still think its funny, also the wiki does not mention that drizzle increases hp by a flat 50
Welcome to Rick of Rain Returns
LOL it had been bugging me so bad but i just kept forgetting
So is anyone working on Judgement?
Started documenting the skills here for eventual tooltips, but I need to sleep, cya https://riskofrainreturns.wiki.gg/wiki/Module:Skills/Data
Documentation for this module may be created at Module:Skills/Data/doc
no clue sorry
In any case can someone add images to the drone page?
lmao I keep forgetting I'm sorry
i can do some skill data in a bit when i get home!
uh, unless youre mid-edit i guess 0_0;
@stuck saffron ^-^
Nah it's 2am here I'm going to sleep
You can edit without worry
hmmm today i will upload the enforcer providence trials 
also when i inevitably get to Han-D
hopefully my run of Main Systems Offline isn't too wack for the wiki, haha
i got a score of like 33k which is MILES above the gold score, but the run shows off every single part of the level.
I’ll make some cleaner test environments when I get home later
I’ve got an idea for a second trial but I’d have to check it out
alrighty the enforcer videos are up and on the respective pages
its definitely the most unique
I'm currently working on judgement
but unfortunately I am bad at the game and struggle to get far enough to get later item choices
though maybe I could do a cheeky senor secret character run to get the stuff really easily
oh
thanks 
*except the last one :p
Anyways I have to sleep so I'm going to leave it at where it is now and pick it back up later
Ah
Glasses, toxin, heart. Hyper threader, wicked ring, ceremonial dagger. Top row
Timekeepers, hoof, scythe. Hermit scarf, taser, topaz brooch
are these always the same
Ye
Should be
Now I’m paranoid about it again
I’ll check later
Also I tried forcing the pilot skin we know about but that doesn’t exist in game. Skin 4 in game is correct and then skin 5 is his prov skin. So it was probably left over
pretty sure the shops are always the same, theres nothin in the trials file which would dictate otherwise
Danke danke
does anyone know what sunken tombs variant the Acrid cage appears on? i don’t have access to my pc right now
also i need more details on NPC acrid behavior because i literally don’t know what it does aside from melee and spit attacks
i always kill it too fast x3
Check the sunken tomb page, the map variants should be there
also elbry, can you pin the enemy stat module page
i keep losing it every time and it’s hard to find
Don't have any rights here :/
oh. jus repost it then and i’ll ask gummy to do so later
thank
Even gummy has to ask for things to be pinned aha
on second thought i’ll just save it in a notepad
wiki has Glaze/Marinate and Oil Jar/Marinate
if someone has oil jar unlocked could they test the name of the boosted one
can do!
it is also marinate
awesome 
that makes marinate and marinate the only 2 skills to share a name
put that in the trivia 
have transfered all of this into the main doc now
Marinateception
Hey @stuck saffron how would we go about linking the items page to the item data module? For other items it looks like you added an {{ItemPage}} tag though I doubt that would work unless the page is titled same as the item
that's how I do it yeah, but every item page should have the item's name
so it'll work every time
ah yeah I see
well at first I wanted to do the whole table with the data but that won't keep the items in the order they appear in the in-game log
so I either add a sortOrder parameter to the list, or I'll just query the data for every line of the table
Why wouldn't querying work
Just replace everything in category with {{text in far left column's data for category}}
Or something like that
yeah I'll probably end up with smth like this
oh wait we have stat scaling for survivors now?
ah no we always did nvm
me dumb
why would they lie about laser cyclone like that man
i know it scales with attackspeed so there could be something there
anyone working on judgement rn? I can expand what it already has to include all items
actually, would a layout like this be better? (placeholder items obv)
i approve
aren’t there differing item amounts though
the table would get wonky
i think there’s one stage where it only offers golden gun and capt brooch in the bottom left terminal
there's always 3 items except for the first one which can be its own table
ok mb
I like it
I have an idea but it might fit an independent site more than a wiki: Could we have a page that has the layouts of the command menus with the itemlink system Elbry made? That way players could get essentially a more detailed and hoverable command list at any time. Probably not something we should put too much effort into as it's not cataloging more information and not making it that much easier to access, but I think it would be cool
hoi it me
this seems good! feel free to put it in
i also have a list of the enemy spawns but i dont know how to list it since its very very long
i think ive found my most most disliked description
maybe something to put on the command page yeah
not a priority but good idea
oh?
damage by up to 2x500% enemy damage per second and slow for up to -150% movement speed over the course of 3 seconds
what even is enemy damage per second
and over 100% speed decrease
what description is this?
thallium
you're right this reads like nonsense
true thallium is fucked
every time i look at it it makes me upset
i think it means it scales off the enemy’s damage stat
which is hella weird
so it’d deal more damage to things with high attack like bosses and whatnot
and why is it UP to 2x500%
no idea
i think the 150%- movement speed is a multiplier rather than an additive speed modifier

so it what, halves the speed of enemies?
I mean the maths with the numbers as given don't make sense but I think that's that they're trying to say
i know it stops the enemies so its probably droping them to 0 movespeed at 2/3 of the duration
lmao maybe it really is just a flat -150% then
just to make sure
the enemy is really STOPPED
why not just “apply an x slow intensifying over x time, snare after (x time)”
Figured out how to make a table wide or tall, but not both (width:60em and height:60em work, but not both or size:60em). Also need a way to change the icon size while using the ItemLink function.
beeg columns
skeeeeny
I think a gallery might be better for this
maybe enemies with more than 150% movespeed wont be fully snared?
like maybe frenzied elites
and yes I'll add an option for item size!
idk its an awful wording
it really is
ah wait can't make a gallery with {{ItemLinks}} probably
Actually item size would force the table into the right size I think
Meaning I set them all to 300% or so and it looks decent
If anyone wants to see it: https://riskofrainreturns.wiki.gg/wiki/Command_Interface_Example
I don't even know if size will work given each image is a 24px version of the full image, so you might need to redo it in a way that querys the full size
https://riskofrainreturns.wiki.gg/wiki/Template:ItemLink imgSize=number changes the icon to be 'number' px
as you can see in the example
Give me a bit to fine tune the size
haha sure
big brain
if you use this with item names displayed it looks really wonky but heh just don't do it
huh
huh weird
Can a few people go to https://riskofrainreturns.wiki.gg/wiki/Command_Interface_Example and tell me if it looks bad on their screen
btw safeguard lantern doesn't have its cooldown listed
but it's my fault it was missing from the list when you added cooldowns
looks good to me, will probably look bad on mobile though
Yeah I just tried it
you can probably get away with like 64px instead of 100
I tried that before but after seeing 100 for a bit 64 does look better again
Lantern CD added
damn
https://riskofrainreturns.wiki.gg/wiki/Artifact_of_Command Equipment has been added to the Artifact of Command page
btw tests like this should be done on your user page if possible
to avoid creating unused pages
Got it, not used to media wiki or wiki editting in general
yeah no worries
Welp the menu's wrong because command doesn't quite follow logbook
I'm missing just enough things in my command menus that I don't know exactly where some things go
thanks
That helps
I think I got equipment, looks like Mace Replica was just moved to the end of the menu
I haven't gotten my own screenshot of red yet but I know it's probably the most incomplete
As long as the missings aren't next to each other I can put it together probably
It's mostly logbook order except they move 3 things for the lolz
None of the chef meals or purple items have command lists right
ye can confirm the chef one
Also is it possible to get Nematocyst Nozzle in command?
Ye
If you get a boss drop from Vagrant
It will always be Nozzle, even with command
Never drops a yellow box?
Got it, wonder if I should add that and if so what I'll title it
Should probably also add it to the trivia
Well it's basically the elite aspect in 2 with command on, there's only one option so phrase it like that will do
Still weird as it's the only 1 size command menu, keycards and enigmas drop normally
it's because it's the only equipment boss item
style="text-align: center;" didn't fix this btw
technically is center alligned
Don't know what to label the boss equipment menu which is why it isn't there. Also for anybody who has command and one of the following, please send me a screenshot of the command menu with it: Shattering Justice, Fireman's Boots, Ancient Scepter, Filial Imprinting, Predatory Instincts, or Mace Replica (thanks @spring storm)
This is left alligned
|+ {{color|uncommon|Uncommon}}
|-``` I don't know enough about media wiki to fix this so it looks normal
Thanks
Nice
Do you have filial imprinting and panic mines?
Or really, having one would confirm the other
I do, I can get a ya a pic if u want
Nice, that means https://riskofrainreturns.wiki.gg/wiki/Artifact_of_Command has the lists
The Artifact of Command turns all item drops into an item selection box that has a list of all items of the same rarity that the player can pick from. Note that you can only pick from items you have unlocked. This does not work on temporary item vendors, adaptive chests, or multishops unless the random (question mark) selection, if present, is i...
what's happening here is that the "Expand" thing is centered with the text above for some reason
not sure how to fix it cause it's added via JS and trying to fix it here might break it in other places
Trying to put them sideways next to each other, figured out how not to do that
As far as I can tell, tables cannot be put horizantally next to each other and only stacked vertically
isn't this a line break or something? you would have to have the nth row and all names all next to each other
i feel like it would be odd on small displays
On small displays it just gets a scrollbar, because image sizing holds the shape there isn't an easy way to change that
I have to sleep now, feel free to mess with the tables as much as you want everyone
so turns out the 30%cap for health left isnt right for CaC
what's the cap then
2 CAC: 6576/13702 hp (52.00%)
3 CAC: 5968/15192 hp (60.7%)
4 CAC: 13898/45231 hp (69.27%)
5 CAC: 14110/57414 hp (75.42%)
6 CAC: 14572/74112 hp (80.34%)
7 CAC: 25864/164450 hp (84.27%)
8 CAC: 9063/72032 hp (87.42%)
so far no clue
I think gummy was saying that if a boss has 30% HP or less the damage doesn't trigger
which would be a different mechanic kinda
ye ive got them doing some test cases for things like that as well
and i scrolled up and gummy said ~30% ahah
i tried putting the CaC into my test enviroment but it doesnt spawn the activate button
also ive got 2 test environments now, one with colossus and the boar one
Each stack seems to be reducing the leftover health by an additional 20%.
In other words, each stack multiplies the health left afterwards by .8, give or take.
not quite though its very odd
from 2 to 3 stacks it deviates, but with higher stacks seems accurate.
either the guys doing the test miss wrote down 3 CAC number or something happened on that spawn OR that specific one is bugged
Damage done in percent is 1-(0.6*0.8^(s-1)) where s is the number of stacks.
Maths!
Is gummy the only admin?
someone else got it i think?
elbry got promoted to wiki admin not long ago
but i think the head admin is still gummy
Thats it!
good idea yeah
when I started editing the wiki I had no idea there was a discord
Same
and when I arrived here gummy was asking who "elbry on the wiki" was lol I got scared
Someone the wikiGG discord suggested it because they couldn't find it either
what's the link to this discord again?
No idea
woops
lol
Did you find it?
yee it works
BIG GOOD
oh very nice
It'll take some time probably, some changes might be needed and wikiGG has a big backlog of wiki onoarding right now, 100+
that reminds me I need to ask about fonts and mediaviewer
hold on
i forgot what forking means
deprecating? disbanding? obliterating?
Copy the wiki to a new one
oh that’s neat
and leave the old one in the dust
fandom no more
The old wikis will continue to exist on fandom
always good
Elbry quick q i think you missed the CHEF upgraded slice when you were uploading the skill pics
when I tested chef upgraded slice it had the same icon as another skill for some reason
there's no dedicated icon for it
it does feel odd yeah
wait so will it be moved to this one?
still have the screenshot
or will ror1 and ror2 have their own sites
I think they'll be their own separate wikis
it just seems simpler
Fandom blows
it is yeah

but risk of rain wiki with all 3 titles would be cool I think
https://www.reddit.com/r/riskofrain/comments/18061zb/fun_fact_drifter_has_multiple_different_items/ wait that's so cool
i thought that was an obvious thing lol
wait holy shit i just realised something
sky meadow might be on this other little moon
because in game the moon is really far away but on sky meadow rorr the planet is far away too
and in sky meadow ror2 the moon is way closer than it should be
actually this is a better shot to show what i mean
sky meadow on little moon
EQUIPMENT CHEST CAN APPEAR IN JUDGEMENT
I REPEAT
EQUIPMENT CHEST CAN SHOW UP IN JUDGEMENT
wtf
last run my friend put the battery in there
im not gonna open it because i wanna try and unlock robo but like
gotdamn
this is huge
what would you use it for though
other than early brooch and foreign fruit healing all the best equipment has its own multishop
oh yeah I found out not long ago
I got captain brooch from a previous run
I considered it cheating but I probably should've announced it here
and is most likely a bug
added a size comparison to the Petrichor V page
based on the sky meadow logbook stating that the planet feels like walking on Mars
so it should roughly be that size
looking at engi's wiki page
allows the turret to fire for the entire duration of the *rain* without *risk*
y'all knew what you were doing lol
true

whoever wrote that was inspired lol
I'm assuming the +15,951 is bad?
its also a palindrome
it's the number of characters in the edit
dang
thats a lot of characters
impressive
I'm making an array with the data of all the skills so we can have tooltips for them on the wiki
but it's taking a while
gl
nice
Main Systems Offline's description is gonna be wacko
because the enemy spawns depend on a lot of factors
some enemies spawn when you walk into certain rooms
others spawn based on time/score
is the secret character going to be added to the wiki
check pins
when they want to
got it
do we have skill cooldowns in the google sheet?
just realized I forgot to add them 💀
i have added Bandit's trial videos
either tomorrow or tonight i shall add Han-D's
i just noticed something
Engineer has the least amount of colors of any character
his only unlockable one is Judgment
i guess they didnt want to recolor all his props 
bruh why tf does a wiki ||lack a character 💀, what are yall doing with robomando||
potentialspoiler for character
it's a wikipedia, it's supposed to have information, including hidden information. ||not having stats or whatever for a survivor because "it's a secret" is really childish and kinda against the point of a wikipedia as a source of knowledge for a game.||
has this been discussed and who's idea is this
yes its been discussed you are the 50th to complain about it
that's a lot of people
if you want to know about the character theres other places you can check currently lol
and the choice is to just not have robomando on there yet now please shut up
if someone has access to information, and you have a site that's attempting to be a list of that information, then it's very childish to not list
its not childish you're just pulling that word out of your ass
where lol, other wikis don't have it, i couldn't find it online
i'm making an executive ass choice to ignore you bc youre being an asshole
ok
but seriously why is this character not listed on a wikipedia for this game bruh, can I ask like, who's idea this is? it's a wiki, you can have spoiler tags
or have the links be inaccessable from other links, or direct searchable
@granite flax can you just say the same thing i said with the fancy thing next to your name so they stop asking
is this like, a voted on thing or just a decision by whoever's running the wiki





