#General Chat
1 messages · Page 5 of 1
maybe its the name of item pickup I guess?
nah the pickup id is just SORBETTO
or maybe its just frozenshade's ability to convert floor chicken to sorbetto maybe?
SORBETTO is specifically in the item pickup data, and CONEOFCOLD is in the weapon data
CONEOFCOLD_COUNTER seems to be the duplicate flame coming out of the back of the character when gemini is active
yeah _COUNTER is always used for gemini counterparts
Could probably note this down in [[gemini]] 
With an ID column
wait what?
Yeah at level 4 Javelin gets a damage increase of 10
what was it before?
Lasts 0.3 seconds longer according to wiki
oh yeah that was useless lol
Maybe the duration increases were changed to base damage increases
that would make sense
since duration is pretty useless on it
Level 7 gets one as well but I forgot to check the damage increase
duration is useful (only when you evolve it)
yeah im talking about the base version
ok but what if you are playing as marrabbio
have you ever seen base javelin run out of duration?
no
exactly
it probably wouldnt change anything lol
Javelin has limited pierce
yeah thats its main issue
It is 10 as well:
{
"penetrating": 2
},
{
"amount": 1
},
{
"power": 1
},
{
"penetrating": 2
},
{
"amount": 1
},
{
"power": 1,
"penetrating": 2
},
{
"amount": 1,
"penetrating": 2,
Looking at the stats and comparing it to the old one. Javelin was also given Pierce buffs. Levels 2, 3, and 7 used to only be 1 Pierce, now it is 2.
it seems like the refectio isnt visible on the clover page even with the evo listed in the code
there was a space in the param name, |evolution 5 = is different from |evolution5 =
@hexed oasis I'm thinking for the theme parameter, once we're done with creating the music pages, I'm thinking of making the parameter stylized as "[Icon] [[Stage Name]]"
what do u think?
working on adding gallery sections for movement animations of enemies with variants
big thanks to @regal flame (our main sprites guy) for the enemy sprites folder and letting me upload any remaining variants he did not upload :)
there isn't the movement animation of absolutely every single variant uploaded to the wiki yet, but most of them are there
Will continue these once I get back home (in like a few hours or so)
depends on which infobox, and that's probably something you'd want to pull from smw of the music pages rather than having to manually put the icon file into other types of infoboxes, and you'd have to deal with any cases where there isn't an icon
Ok
would it be possible for this parameter to be parsed in a way to accomplish this in Module:ParamParse with just the theme name or is it too complicated?
if so, then we can just stick with Stage Name (and it'll automatically link the music page without square brackets), that sounds much simpler to do
it's pretty simple, the icon is already stored in smw from the music infobox, so a function in paramparse could just be something like
function parse.theme(theme)
local data = mw.smw.ask{
'[['..theme..']]',
'#-=page',
'?Icon#-'
}
if not data or not data[1] then
return nil
end
local str = ('[[%s|link=]] [[%s]]'):format(data[1].Icon, data[1].page)
return str
end
ah cool
yeah we don't wanna make things too complicated by adding unnecessary infobox parameters
ofc with a bit of extra checks like running theme though parse.has_content first, and whatever else like making sure the icon actually exists before formatting the string
just theme name and that's it
might also want to include the name from smw and link the theme using [[page|name]]
so...
if not data[2] then
return ('[[%s]]'):format(data[1].page)
end
if icon doesn't exist?
there shouldn't be a data[2] at all - the first line in the smw ask is specifically getting a single page, just the individual music page with that theme name, so the data returned from smw will just be an array of length 1
(or 0)
nice
dunno why, but I was thinking of something more complicated (and pretty dumb and redundant) of having a system that would map theme names with their icons or something like that
that's what smw is already doing 
exactly
I meant like a manual version of that in a lua module somewhere or something 🤣
also btw the #- on the smw param just means "plain" - ?Icon would return it with the [[]] surrounding it, and #- is without, just the filename, so you can add formatting to it like link= or different sizes
I see, good to know (without #-)
interestingly, if I remove the question mark, then click "find results", it gets added back by default
so the main difference will be that the theme param would have to be the pagename of the music page, if using that smw ask query... it could instead be written to match the actual music's name, rather than the pagename
instead of
'[['..theme..']]'
it would be
'[[Infobox::Music]]',
'[[Name::'..theme..']]'
but, that would also introduce cases where the name is the same on multiple https://i.imgur.com/0DsYv4G.png so probably best to just go with the pagename
either way, going with page name sounds better
because it's possible that someone may think "wait, the original track from cv is played and not the vs version?"
though, there may also be cases where there are pages with parentheses (e.g. [[The Beginning (Castlevania track)]])
yea, you'd have to include the parens in the theme param for it to get the right page in the smw ask
yup
uhhh what is the ID of Epi head
because the ID of this weapon have the same ID with Myo Lift?
ok nevermind I found out and also I changed the ID of it in the wiki
@hexed oasis what do you think about having a separate page for the [[Big Coin Bag]]?
(even though it is not available in the collection and is only found through lvl up)
sure
alr
[[Big Coin Bag]]
that's the number in the data, no idea if it actually starts dropping if you were to ever reach that lvl tho
it has a rarity of 0 so no
honestly would be funny if it did
#🧛vs-general message
yeah
the story behind this might be like:
luca galante: "well, in case if rarity set to 0 doesn't work, I'll try to make it nearly impossible to obtain it from light sources, so you must get to level 100000 to obtain it!!!"
(half joke)
tbh that might have subconsciously inspired my idea for a jubilee evo
i was working on it but i got lazy and forgot
jubilee evo should make you turn from any character into the directer
without anything else
but get to lvl 100000 to get it
the wiki says that the eggs, hearts, frozen hearts and friendship amulet are level 1000000 while chests experience and big coin bags are at 100000, which is pretty funny
if you become the directer, you get to control everything in this game
you even get to become ceo of poncle if you wanted to
except ||death castlevania||
my idea was
- the main attack stays
- the light show goes AROUND THE ENTIRE SCREEN and constantly gives pickups (think the end of eudaimonia m)
- every so often (affected by maybe luck and cooldown) it spawns a high value pickup (finger, chest, maybe a candybox/arma dio)
evo'd using torrona's at least. probably add tetraforce for the funny
that might just be a typo, would have to check
that does sound fitting
your mouse now becomes his hands and you can drag stuff around, even white hand away
ty :3
i was gonna make a suggestion post but i kinda wanna see what the devs have in store instead (if they're going to do an evo for it, which i hope they will), and i'm too lazy to make a mockup
directer would win in a fight but i feel like white hand would win at fighting games
yeah
:3
lol
@hexed oasis I've managed to clear out [[Special:UnusedFiles]] (except for audios, which will be used for the music pages later)
basically, I've added all of the movement animations of enemies that were uploaded to the wiki
possible typo, im moving the animation to there
Yeah, go ahead
same for OG Merman
actually og merman got the animation but there is a page for fishman now
which is visually the same thing
Ninety-Nine Nights is also identical to Tsuchigumo
@hexed oasis shall I get to renaming static enemy sprites sometime this week?
don't worry, the animated enemy sprites are adequately named though
If you want to, go for it, I don't think that'll break anything but you will need to make sure to replace them in the variants statboxes - some automated stuff is pulling sprites from those
practically it's been "done" for a while
https://vampire.survivors.wiki/w/User:Californ1a/Sandbox2
https://vampire.survivors.wiki/w/Module:Sandbox/User:Californ1a
but the resistances column needs to be displayed better, and i've been waiting until i convert the main enemy infobox so i can get the type (normal, boss, special) into smw
i've also not got anything set up for maddener's appearance sprites, and no dlc badges
i'm also thinking it'd probably be possible to have something similar to the character search, but just some dlc checkboxes above the enemy table, to both remove rows for dlc enemies and change the bestiary number, so users could have emerald diorama numbers match their own if they don't have the other paid dlc
also on enemy static sprites, when you use them in slink they look way too tiny, not that they are used at all anywhere on the wiki but its almost half the size of characters
that's because a lot of those older sprites have a bunch of extra empty padding added around the image from image editing - they need to be cropped, which will be delt with eventually whenever they get replaced with their actual original sized sprites that aren't upscaled and edited
man
maintenance project after maintenance project
but hey, it's great that we are raising our standards as a wiki at least and making it the best it can be, with the smaller stuff
either way, still better to do it now rather than later, so that we won't have extra work to do in the future
@hexed oasis I think we definitely should keep a project page tracking stuff that we (or others may) want to do in the future
something like [[Project:Projects]]
'projects' to me is a bit too specific, [[Project:Maintenance]] would be better, to combine both projects and ongoing maintenance, similar to rsw's https://runescape.wiki/w/RuneScape:Maintenance
could probably just move my personal maintenance pages into project ns ¯_(ツ)_/¯ [[User:Californ1a/Maintenance]]
love how wiki-bot edits the link after a message is edited
@hexed oasis since when has this been a thing? and how would a template become unorganized? 🤔
oh i think that's only a fandom thing https://vampire-survivors.fandom.com/wiki/Special:UnorganizedTemplates
ew, don't teleport me to time square 🤣
ah, so basically templates that don't have a template type
yeah I don't think that's a thing outside of Fandom
@wanton plinth funnily enough, I was just thinking about adding pages for side a tracks
oh yeah feel free to do so, i was making them whenever i found something cool to add about them
except this last one i made just because of the 116 pages linking to it
yeah cuz I mentioning in a couple of different trivia sections about the track
well, now 115 pages are linking a bunch of non-existent pages
i think i'll make all the castlevania series in a moment
hopefully we'll get all music pages done by tomorrow
in the end, it's not super difficult to make these pages, it's pretty doable
a small detail i noticed is that the vs version of Lament of Innocence is named "Lament of Innocence - Vampire Survivors" but After Confession from hod is "After Confession (Harmony of Despair)", perhaps you wanna change this for consistency later?
one sec, lemme check real quick
if anything, I do wanna note that the naming scheme is exactly based on the in-game names of the tracks
in general it should match whatever it shows in-game
so if it's inconsistent in-game, then the wiki should also be "inconsistent" to match it
if there is parentheses with a castlevania game name after a track name, it's usually because there is more than one version of this track with the exact title in the same album
i see
so essentially "Lament of Innocence - Vampire Survivors" is the actual full name of that track from in-game, whereas there are two "After Confession" tracks, one from harmony of despair and one from dawn of sorrow, so the extra parenthesis are added to the page name of those to distinguish between the two different tracks, but the infobox wouldn't include those parenthesis in the name (the infobox should include the "- Vampire Survivors" part though, for tracks that actually have that in their name)
best part of making music pages is to hear some bangers along the way
Yeah
its done 
Awesome
the caveman who knows where I live when they threaten me w/ my life
Oof
everyone I perfectly aligned the animation of the cool looking lady from all adventures
heres the bigger view btw
I've talked with the devs about her name, turns out that this is it
|| I wouldn't wonder if Xanthia were from Directer's family, no matter if directally or indirectaly, like being married to Directer or sb else from Directer's family ||
xanthia is gennaro's sibling from space
i did not talk with the devs i just made that up
|| maybe she selling
could be a clue she has sth to do with queen sigma as well, like being
's mentor or master or sth else ||
||she sells phaser, she must be related to space dude||
What I find so special about Xanthia is how she faces directly towards the screen. That's a rare trait in VS characters.
||megalo death and dracula and chaos|| are the only ones i can think of that do this
||i strongly believe that while Phas3r is from a world that doesn't exist because its from the old VS engine's branding and not a game, Victory Sword being there implies Queen Sigma comes from an upcoming (maybe solo) game made by poncle, hence why its "from a world that doesn't exist"||
||call me crazy but i have multiple reasons to believe that xd||
actually it's been confirmed that sigma WAS meant to be from an upcoming non-vs game, but I believe poncle said it was scrapped (might be one of the experiments though)
oh that makes more sense now
all OtC music tracks now have a page
Awesome work!
I have a feeling that xanthia will be a playable character soon
just like santa ladonna
i wouldn't say soon, but they probably will be in the future
That would be awesome to see
yeah she is coming in the roadmap background if you look closely (latest one)
also I hope the devs will make more weapons that not from this world
so xanthia will sell it in bazaar
Oh, now I see it
Man, it's hard to spot
there are 6 character silhouettes
She wasn't even there in the last roadmap afaik
I can't seem to spot the others 😅
they're on the sides, and much harder to see
Nice
literally her there
yes, that's bella
should we make pages for unreleased characters?
Kinda funny how we have almost zero information on upcoming characters like Bella, other than them being subtly teased
i would have it all on one page imo
And iirc, there's at least one trailer teasing some of these characters?
And an evo of Bianca
yeah
yeah, the bitrate killer trailer. there's another video of directer's cut, too
and joe
Yeah
yeah and also mortacio variants or skins
something like https://runescape.wiki/w/Upcoming_updates with known/confirmed stuff
they're different characters
yeah but the names still mortacio
no, they aren't
im kinda curious what their weapons are 
where are these names from btw?
will they turn VS into a rhythm game 
you can see them in the bitrate killer trailer
music weapons just like
hawk tooa
||thats going in the staf out of context folder that i totally have||
lol
oh i never seen that
wait they don't have halo's😇
monster characters should have halos
Except for the gods like

these are also older versions
ton isnt a god
by that logic poe should have one
we already know that poe is a god
he is the one who created vampire survivors
He is, in fact, John Survivor

Just like how Jimbo from Balatro is John Balatro
maybe
+
are just one being
we also have john castlevaina as well im pretty sure lol
Wouldn't it be so funny if the devs confirmed that they're on the same team
btw
im kinda opening a bit of a rabbit hole here but
LATODISOTTO is actually a completely different character from missingno with them being a placeholder character used in the old engine when downgrading versions
✵Playlist: https://youtube.com/playlist?list=PLEnz2EwvYH7DuJpa1e8YUnaPTSoHyVI7S
Today we play as Latodisotto, a placeholder character in the game. Whenever the beta of the game had an update and added a new character and you went back to the live version where the character didn't exist, these placeholder characters were used instead to fill t...
oh yeah i was wondering where it went because i never saw it again
*also is it bad to say that i still dont know how exactly random's stat gains work
*
also this and all the unreleased (directers cut) characters could all probably be added to an "unused/unreleased" section in the character section in the wiki
well my user name is literally one of their names, i should know how they work
also what do you think about this idea? @wise crown
whoops wrong reply
this one
yea they could be listed somewhere
For a comparison, we have 500+ more pages than the Fandom wiki, added across a span of two months
Though a good chunk of these are just music pages and subpages individually documenting each update
And most of the rest of the pages are from the new update and DLC
achievement icons made this look even better
Yeah that's cool
btw the main special weapons list is missing a few things (from ode) that are only included in the page dropdowns of the weapon pages
(they also dont have their id, but thats not that important, but they would be nice for modding though)
also acquazzone isn't technically tied to ode since it isnt prefixed with TP_ (which has some interesting implications
)
its just FLOOD btw
also im kinda surprised this isnt on the wiki yet
(when playing as santa non evo chests become evo chests
)
made the edit 👍
man i have a bunch of knowledge about things that probably aren't on the wiki, but i have no idea how i would even properly add them to it 
sammy (and only sammy) is tilted 45 degreess in carlo cart so they peak out of the cart
stuff like these can go in the trivia section of sammy and carlo cart (only if this is specific to sammy and maybe another character to 2)
also in the beta of laborratory (and maybe in 1.10 idk) after triggering the unique evo thing with santa allowed you to find those evolved weapons in level ups (but were rare due to evo's being a weight of 1) i kinda wish it was still a thing imo

That's crazy
i wish they kept it, it was really cool
it was unfortunately a bug apparently
also added it to the wiki
(i have no idea how to add images though)
You can go to [[Special:Upload]] to upload an image
In that page, give it an adequate file name, maybe a description (optional), and licensing (game screenshots = copyright belongs to poncle, so the first dropdown in the menu)
Then click "Upload file"
Then, in an article, to add that file, put somewhere on the page: [[File:Yourfilename.png|thumb|Your caption explaining something]]
Or inside gallery tags, Yourfilename.png|Your caption
it doesnt look that great but its in the gallery now 👍
Not bad
Though, generally, I think it's best to separate sprites and relevant screenshots and to make screenshots more visible, just like in some other pages
But you still did fine
I'll do this, don't worry
yeah thanks 👍
||(if you couldn't tell ive never really edited a wiki before)||
||(if you couldn't tell ive never really edited a wiki before)||
yeah, it's ok. for a first time, you've done well!
and tbh, wiki editing is an amazing hobby to pick up
you increase your writing skills, coding skills, creativity skills, groupwork skills, and get to advance human knowledge and help communities, all at once :p
It's also the reason why I edit other game wikis (to some degree at least), I find this hobby really fun
anyways i should probably got to bed now lol
||(btw your edited messages to non edited messages ratio is probably significantly higher then the average user in the server lol)||
Lmao
editing the wiki has been like a therapy for me
vs wiki is easily one of the most fun wikis to edit for me
true, i never had this much fun before
its even inspiring me to create a website of mine sometime
Especially now with dev support, a larger team, an official space to discuss, and independence from Fandom
None of these were really a thing 3 months ago
the 4 horsemen of goated wikis
i hope more devs from other games take that initiative as well
One of these horsemen basically caused the rest to happen
And that is independence from Fandom
Lmao
Even then, we weren't doing terribly, in terms of content and community either, but we've had a lot of progress ever since we forked from Fandom
and this is hepi's total amount of messages lmao
(it is very close to 50/50 holy!)
it is in fact more than 50%
damn
For whatever reason, I have a tendency to quickly say something but then edit a little thing out from the msg. Dunno why, but it's kinda in my instincts at this point 😅
@limpid totem oh yeah, btw, here's the gallery section of santa ladonna now
i gotta do that for some weapons i added the old sprite
its probably looking odd at the moment
yeah
@wanton plinth I'm thinking we could do something like
== Gallery ==
=== Demonstration ===
img here
=== Old sprites ===
img here
@hexed oasis what do u think?
yeah demonstration its probably a better name lol
it's not really a screenshot anyway
it's a gif demonstrating what a weapon looks like when in use
Side A tracks are done, and with that all music pages are finally created
Awesome, thank you so much for your contributions!
And with that, we reached 1,500 pages on the wiki!
{{Special:Statistics}}
|| If Directer absorbs Poe, he will become the vampire ||
yea seems fine, though i prefer not having the extra spaces around headers, they're just extra characters that add bytes to the page size and contribute nothing to the actual formatting... but it's easy enough for a bot to clean that up, since visual editor does that too
Ok
another fun fact: lucky swipe actually contains ""readable"" text
(but its really hard to properly figure out what it says, but its possible)
lol
(also yes, there's a unique "cart" for that one foscari adventure stage)
Yup
It's stated in trivia already
Even the text is deciphered
@hexed oasis ngl I thought the 1.13.111 devlog was copied from discord :p
111 was
Ok
112 has a steam post
Ok, I see now
So, copy the devlog from the Steam post if it exists, otherwise, copy from Discord
yea... the news template also supports itch, twitter/x, and reddit if any update posts are on those and nowhere else
Ok
the first couple from 2021 are from itch
in general tho i'd say go with any other site before discord, since they can all be publicly archived and discord can't ¯_(ツ)_/¯
Alright
Oh yeah, and now that we have all of the music pages, we can now work with linking them in the character/stage infoboxes
I can work with changing them in each page
Oh, and keep in mind that some stages have 2 themes: normal (side a) and Inverse (side b)
yea it'll have 2 params whenever i get to converting the stage infobox... or alternatively we could use the versions thing like with character skins, with buttons for inverse, hyper, etc. and |param#=... i'm still undecided how best to lay them out, will probably try a couple different ways when i get to it
Alright
Wouldn't we need just one param for most cases?
And a second param, maybe labelled something like "Alternate theme"
yea, or we could even just have one param that takes in multiple [[theme 1]]; [[theme 2]]; [[theme 3]] for futureproofing and have paramparse split and format them
Sounds good to me
And although I do frequently check rc, lemme know when u change the infoboxes
if I'm not mistaken, I think I've seen somewhere that there is another symbol after G for the {{results}} screen?
The Results screen appears at the end of each run and displays the statistics for that run.
In the top left, the stage name, mode, and gold bonus are displayed alongside the time survived, gold earned, level reached, and amount of enemies defeated.
In the bottom left, each weapon's stats for the run are shown, including their level, damage, amount of time used, and the damage per second (DPS). The damage and DPS columns will show one weapon each in yellow, for which weapon did the most overall damage, and the most DPS.
The damage amounts are given using SI unit prefixes. A shortened list is given below:
In the top right, the character name is shown and the amount of Golden Eggs used, if any.
Next a list of all the weapons and passive items picked up during the run, and their respective levels. Levels are shown in yellow if they are max, and white if they are n…
yeah, T (tera, 1 trillion)
then P (peta, 1 quadrillion)
it doesn't go past E (for exa)
so E is the last one?
ye
ok thx
chat which one do you think is preferable?
the former
my gut says the former
but what if a reader doesn't know the name of a specific weapon or evo?
yeah i was wondering about that as well
@hexed oasis what do u think?
it does show when hovering but not pratical i believe
yeah
anyways back to my goofy ahh gold farm
it's the best basegame farm (outside of missingno) 💀
havent tested it at crazy eggs yet but
funny!
when u said that, I immediately thought of the funny cake worm
I'd say stick with the list, not just icons - you also have to consider that anything that shows only on hover doesn't appear on mobile, so just having the name directly on the page helps both cases
uhm, small detail but it seems that imelda's animated sprite is reversed, since the fire on her hand is going in instead of out
[[Imelda Belpaese]]
updated the theme param, and ran a bot through characters for a rough find/replace using the audio file name... some of them might need fixing
(if the icon doesn't show up, just the link, then the theme input in the infobox doesn't match the music page's name or there's no icon set in the music track's infobox)
just had a quick glance over all the ones with a theme set and looks like they're all good
Nice
@hexed oasis I'm sure the change for the stage infobox should be simple, other than the condition of accepting multiple themes separated by a semi-colon, right?
oh yeah, and added theme for the characters that were missing it
theme param in paramparse already supports multiple
also they can be split by anything - i made it look for [[link text]] rather than an individual separator, so they could be [[abc]] [[def]], [[ghi]]; extra [[jkl|display]] and it'll just grab {'abc', 'def', 'ghi', 'jkl'}
current stage infobox is still old version, not using paramparse, so that'll have to wait until i convert it
ah, that's even better
and yeah, I'll wait on the stage infobox, take your time on it
for some of them i might just do a basic conversion first with no extra parsing or smw properties - just straight parse.has_content on the params and display them as-is, just to get them all visually consistent and using the new builder first, then working out how to actually parse and store all the properties later
sounds good to me
especially because there's a lot of inconsistent param inputs across some of the infoboxes... like enemies health as just one example, sometimes they have {{lvhp}} and sometimes not - ideally i think we'd input it as just the raw number (or range), and have paramparse add the lvhp formatting if the skills param includes [[HP x Level]]
yeah
i'd also really like to clean up the arcana infobox's affects param, instead of manually putting in the sprite template, just have a list of weapon pages (similar to what i just did with theme)... but there's the couple odd ones like beginning and mad groove that have extra text (or links that aren't weapons) that would really make that difficult to parse
ok, I think I got an idea for this one
nvm probably sounds too complicated
nah what is it?
dunno if the idea could come across or make sense, but maybe have a condition where if you use slink, there would be parsing just like theme, rather than square brackets?
idk
or maybe make them separated by semi-colon?
oh you mean in the slink template take in multiple? that wouldn't really solve the problem tho - the main issue is extracting the links from the infobox's param to put into smw, so any template used as a param input like that means all the formatting added by that template has to be deconstructed by paramparse to extract the actual pages...
so ideally you're just directly putting the page links into the param itself rather than using any template, and then it's easy to get the pages from that, and do whatever formatting the template would have done after you have the pages list (rather than before, in the param input)
so instead of
|affects = {{Sprite|Crown|xsmall|link=Growth}} {{Sprite|Clover|xsmall|link=Luck}} {{Sprite|Stone Mask|xsmall|link=Greed}} {{Sprite|Skull O'Maniac|xsmall|link=Curse}}
ideally you'd just
|affects = [[Growth]], [[Luck]], [[Greed]], [[Curse]]
which could be done, but i can't think of a good way to also have extra text or links like beginning and mad groove have
Would it be possible to just extract the links but be able to post non-linked text?
links that shouldn't be sprites would still be a problem there, like mad groove linking "stage items", no good way to distinuish between links that should or shouldn't be sprite-formatted
and then separators, or any text after the sprites also become a problem - if you extract all the links, then all the separators are still there, and any text after the sprites would end up before them
Ah
Well, I guess we'll just deal with it without the link parsing for now
Besides, it's always possible that we can have darkanas that could have conditions like Mad Groove or Beginning, where putting text is necessary
@hexed oasis what do you think I should do with redirects of updates?
e.g. [[1.0]] currently redirects to [[Version history#Patch 1.0 (content completion) - October 20, 2022]]. Should I delete these redirects, change the redirect to [[Updates/Patch 1.0]], or keep it as it is?
tbh, looking at the whatlinkshere for the list of redirects going to that page, i think a lot of those redirects aren't actually being used/searched for and could just be deleted, especially ones with capital letters, parenthesis, dates, commas, etc. like these https://i.imgur.com/pMbCeeB.png
shorter ones like "1.0" or "1.13" are fine - those should probably go to the update page rather than version history - mainly just because it makes upkeep of them much easier - if one of the section names on version history changes, then right now it's a nightmare to try to find all the redirects that went to that specific section on that page because there's so many other redirects cluttering it up, so going to the individual update pages makes that much easier to manage if an update title actually changes the redirects are easy to find/fix
alright, got it
I can work on deleting the longer-named redirects and change the shorter ones, shouldn't be too hard
and if we want, i could add a param to the news banner to give a link to the version history section from the update page
those are probably fine to keep, idk how much they'd actually be searched for, but they're short enough that it seems like a reasonable thing that could be searched for
ok
@hexed oasis done with the redirects!
at this point, why need a bot when there's me
(nah, I know bots can be used for modifying, prepending, or appending something across the wiki and not clog up rc, so just joking here :p)
speaking of bots btw, you should ask the wg guys if they can merge your old account into your current one, then you'd probably have bueuracrat and be able to assign admin and bot... atm we don't have anyone who can actually assign bot if anyone else needed it, except wg
plus you'd get all your old edits credited 😛
to be fair, my old account only has like a very small fraction of contributions compared to this one, so it doesn't really matter to me :p
maybe in the future if I change my mind, I guess
¯_(ツ)_/¯
anyway
one final question: do you think we should make it so that, by default, make the main page "icon navboxes" would show just base game stuff, but have the last tab be "Show All" instead?
this way, the right column of the main page wouldn't be too clogged and cluttered by default (and it's definitely gonna be harder to read in a couple of years, assuming more and more characters are added)
for now i think it's fine, maybe come back and reconsider it after a couple more dlcs, or another castlevania-sized one
ok
sounds fair
imagine if we put every single weapon in here (like all the evos, unions, and other stuff :p)
also, love how the weapon sprites seem to be evened out with the resolution while the characters usually have different resolutions
Lol
I feel like there should be an evo tab
Lmao
I mean, look at {{WeaponNav}}, it's massive
it's basically 6 navboxes in one
you know what else is massive?
while the main page basically lists weapons from one of the sub navboxes lol
||Chaos||
True
True
Though I do think it's a bit awkward not having the evo's listed at all
[[pickups]] infoboxes have been converted to the new style (a bunch of them are in [[Category:Needs ID]] btw, if anyone wants to do those, and of course release dates)
also i created pages for the unlisted pickups - little heart, pie, cheese, etc. so those all probably need some more info added to them
and the pickups table is automated now
there was a bunch of inconsistencies between the effects and notes on the main table vs in the old infoboxes, so i tried to combine the two sources where possible
a bunch of the notes could probably be cleaned up or entirely removed, and just kept as info on their page content rather than in the infobox, some of them are a bit long
@hexed oasis I can work on the IDs at least
@hexed oasis for stuff released in 0.1.0 (or before 0.2.0), what should we put in the release field?
not quite sure, for now just leave them blank
ok
@regal flame any item what's this item in the game? does it even really exist at all?
[[File:Sprite-Gold Pile.png]]
ah
that one might also need a page/infobox? but idk if it actually drops from anything at any point, or is just used for ui icons
I don't recall ever seeing it in-game outside of the gold coin counter
and I don't think there's even a way to obtain it, like neither as a pickup nor by any other means
fun fact: the coin bag in that sprite is the [[Big Coin Bag]]
and that sprite uses the old big coin bag asset
@hexed oasis is there a way we can exclude the need for an ID for things that don't have an ID like [[Cosmic Delight]]?
i could make it accept n/a, and then when it's n/a either just display N/A or hide the row... hiding the row is a bit more complex but doable
the former sounds easier to do, so go with that
btw should the orchestral remakes be added to the pages as well ?
eh, idk yet
but there are cases where we mentioned that there is an orchestral version of a song in its respective page
like [[peji 18]]
done
(and the neat thing is, it automatically applies to all infoboxes (that use the new style), so all infobox id params now support n/a, not just music infobox)
yup
makes sense
hiding the row would have to be done per-infobox individually, since those control the actual display
yeah
after putting a bit of thought into this and a little digging, i think 27 oct 2021 is the initial (public) release date?
there's an archive here from the 28th http://web.archive.org/web/20211028072406/https://poncle.itch.io/vampire-survivors
near the bottom under more info, it shows it was published "21 hours ago" (so on the 27th)
no idea what the release date is referring to there though, it's way earlier, in march - i'm thinking maybe that's just when they originally made the itch page for it, but the game wasn't actually public/out yet until october?
regardless, i think the best way to deal with initial release content will be to copy that archive into an update page, and that can be used as "v0.1.0" - once i make that, i'd say for now maybe just fill in the update param to link to the update page, but don't fill in the release date, and we can maybe get a confirmation between 27 oct or 31 mar later to fill them in
We could ask poncle
yea
also @wanton plinth you might want to check [[version history]]'s 0.1.0 against that archive link - some of the counts are different, like you only have 8 pickups listed but the archive says 10
@open crystal the bolero chances are from my testing with thousands of chests
i spent multiple days testing it lol
it might be counting experience gem and big coin bag
or treasure chest, i cant tell
@hexed oasis do you think we should have a cite web template?
there are a few cases where I added trivia with a ref tag with just a link, but I feel like we can do better than that
ah wait, nvm, it exists [[Template:Cite web]]
yea that does exist, but i've considered porting over some of rsw's citation stuff, it's a lot more robust https://runescape.wiki/w/Module:References tho i'd definitely have to do a lot of cleanup on it to rip out all the rs-specific stuff and make it more generalized
but stuff like citegeneral https://runescape.wiki/w/Template:PlainCiteGeneral
refn https://runescape.wiki/w/Template:Refn
and reflist https://runescape.wiki/w/Template:Reflist
are really useful - we just haven't really had a lot of ref usage yet so i haven't put much time into it
alr
added xp and chests since big coin bag does not have a collection icon and neither is picked up from the ground
also the weapon count in the update is counting the evolutions thats why it differs
should be 1:1 now to 0.1
@wise crown thoughts on these two styles?
https://vampire.survivors.wiki/w/User:Californ1a/Stage
there's pros and cons to both - the the one with version buttons at the top is more easily editable, for example if a stage can't have one of the modes then it can just not be in the versions, but you do have to click the buttons to see the modifiers for the other modes (which is similar to the tabber we already have, tbh), but the other one shows both (all?) mode modifiers directly without clicking anything, though my main concern there is if they add more modes it'll quickly get cluttered
the one without the buttons is also a lot more of a mess in terms of the params, since you have to make individual params for each mode's modifiers enemy-speed and enemy-speed-hyper (and enemy-speed-inverse, etc. with any new modes), whereas the button one automatically handles that with the version selector, so only the base param names need to be explicitly defined in the lua (and in the template call you use enemy-speed2 rather than enemy-speed-hyper)
@hexed oasis the one with the tabs looks and sounds better to handle
and it's definitely consistent with the other multi-infoboxes we have on the wiki
yea that's what i was thinking too... it does mean the theme param didn't really need to support multiple inputs since that'll be handled by the stage's version selector, so a bit of wasted effort on that, but maybe at some point a character or stage will have multiple themes it randomly selects from each time you play, or something like that
plus, where is inverse mode here? (and even if those were listed, it'd get cluttered)
also, there's no clue telling which of the themes would be played in what modes
you say it's wasted effort, I say it was an extra or intermediate step forward to improving the wiki, or at least an attempt on trying something out :p
going with the button one i'll probably shift the modifier rows over a bit so the left side isn't so close to the edge
the button version could also technically have a "hyper+inverse" button, showing modifiers of both combined... but if they add more modes it might start getting a bit messy showing combinations - 'hyper+inverse', 'hyper+newmode', 'inverse+newmode', 'hyper+inverse+newmode', even just with 3 modes that's already a lot of buttons (tho it does automatically convert to a dropdown selector instead of buttons once it's past a certain amount)
and the fact that you may have to account for endless and hurry modes too
yea, it's probably best to just stick to showing them individually
this would be a good idea for a calculator
select a stage, select any mode(s) you want, and the calculator will showcase the modifiers
yea, once there's smw data for it - right now i'm just getting the basic conversion with no smw stuff
got it
(though, i will agree that it definitely feels a bit higher. i'll test again pls spare me)
ah ok, so am i just getting really wierd odds with getting ~90% levarsees
maybe or i just had really weird luck too
like i said, i'll eventually double check (i haven't been exactly satisfied with the ~7% either really, but that's what the numbers said)
yeah, maybe we could have a look at the code to check, it may be affected by some weird factor, or it could be an rng seed looping on itself causing strange odds
i asked poncle for a bunch of numbers, https://discord.com/channels/904353235006017556/1355755355593900165, but we'll see when they respond
ah ok
@hexed oasis oh yeah, and notify me on the change of the stage infobox
in case if I need to change some things in some pages
i'll probably just run a bot for most of it
ok
I'll double check either way
@hexed oasis oh yeah
and while we're discussing the stage infobox
do you think we should include some parameters that are specific to adventure stages?
some parameters I'm thinking that could be included are its chronological number in the adventure, what adventure it is from, and what preceding or succeeding adventures are available
i was also considering stuff like that, but it gets a bit complicated - for example, any stages that appear in multiple adventures (like bazar), it would somehow need to keep track of the adventures it's in and what number order it is in each of them - if you had a parm for the adventure names and a param for the order, and you used a separator keeping both params ordered together (so the first listed adventure and first listed order are parsed together, second and second, etc.)... but
what about stages that are in both normal and in an adventure - do you add an extra entry to the list in the adventures param before all the others so you can list the order of the stage outside adventures...
ultimately i think what might work better is if we do split the adventure page, and make an adventure infobox, then we could have a stages list there, and that's where smw can get the order from... or, i was also just thinking of making another data module that just lists them in order based on base game, or the adventure name
so there's a few different ways of doing it but i don't think as a param within the stage is really the best one
splitting and doing an adventure infobox doesn't really help with order numbers of the stages outside adventure though, so i've been leaning more toward just using a data module
there's also some other weirdness we'll probably have to deal with somehow, like any stages that are in both normal and in an adventure, their descriptions and other info is different... so either they'd need to be made separate pages so they can have their own infobox or we'd have to use extra version buttons on those to distinguish them
yeah, like the ones from imelda's adventure
she only has one unique adventure stage
and the rest are the basic stages from base game
yeah separating the adventure stages from base ones are weird
i'd assume game data-wise, they're technically separate stages, at least partially, just referencing the same map, but with different waves/stage items/etc.
also quite a few of the original adventure stages and characters had unique/ different dialogue in the public beta version for the update
*unless we know like the downpatch version or something, its lost media
*
*so thats fun
*
they were somewhat minor changes, so its not too big of a deal though
it is possible to download any old version on steam, as long as it's on a public branch, games like beat saber that need old versions for modding do it all the time (https://steamcommunity.com/sharedfiles/filedetails/?id=1805934840)... you do need the right manifest id though, so you'd have to take some time figuring out which gid's here correspond to which version numbers https://steamdb.info/app/1794680/history/?filterkey=2
looking at dezz's data, they do seem to be entirely separate from the normal stages - the normal stages are in stage_data.json, but the adventures ones are named in adventuredata.json and configured in stageset.json https://github.com/Dezzelshipc/VampireSurvivorsFiles/blob/main/Data/Vampire Survivors/StageSet.json#L4461
so they should probably be entirely separate pages (probably with something like (World of Light and Dark) at the end of the page name)
I wanna hoard every single piece of knowledge related to the game so I NEED to know 
interesting
though I think the words in parentheses could be (Adventure) or (adventure stage)
the problem with that is if the same name appears in more than one adventure (eg bazar)
probably have to look over the data a bit more and figure out the best way to lay them out
because I definitely don't think we should be making a separate page for each time bazar appears in an adventure, it probably just needs 1 page regardless of how many adventures it appears in, but in the case of most other stages it probably is worth having a separate page for each instance of that stage
I see
gonna browse through all of the different trailers to take screenshots of characters in various depicted styles, like [[Queen Sigma#Other]]
How can i add the ferryman to the page of flying characters? it doesnt appear to be able to edit in the same way as most pages
it's done automatically
if it doesn't show up, hover your mouse on the "More" dropdown, then click "Refresh"
ah
(but I did that now)
yeah, the table in that page automatically lists, in each row, a character where the value of its flight infobox parameter is "Yes"
with some other properties like starting weapon, base stats, and such
ik i edited that on his page bc it was incorrect
stages are converted, they definitely need some verifying against the data - there's no default values anymore, so everything that was just "x1" before now is an unknown edit button - i could run a bot to just set all the empty params to "x1", but it's probably better to go through them manually and check against the data to make sure the unknown ones are actually x1
Can someone please figure out how many levels per lightning ring for galamoth/ how many he can have max?
exact same as scorej oni
gets a lightning ring every 8 levels, levelling up every 8 levels after you get them
up to 6 rings at level 48
is this even correct
no, gold from levelups doesnt give xp
should i remove it
yeah
i removed
we have a new browser tab icon!
nice!
yeah cuz we wanna distinguish our wiki from the one on fandom
give it a few days for google to re-index the wiki's results with the new icon though
@hexed oasis oh yeah, look at this post :p
i do agree that they should shrink the character icons in the selection screen lol
yeah
either that, or add a search bar
both for characters and stages
stages are fine (for now imo)
yeah, I mean, not that there are too many stages, but personally, I'd like to have a search bar, purely out of convenience
the post itself isnt really about the wiki but yea the character and weapon sections on the main page is like twice as long as the other sections on my side
true, but I do love when it's shown that people use our wiki :p
i agree, reformatting it to be like this would be cool, but very intensive to maintain
will you add a weapon evolution for weapon section
for now, no, because it'd be way too cluttered
but funnily enough, I did discuss a few days ago with @hexed oasis about what to do with these "icon navboxes"
#1348880477053911114 message
Is star flail affected by 
no, since it doesnt heal
ah ok
same goes for 
and since it doesnt affect recovery it makes no change
yep
it feels like it should but it makes sense that it doesnt
that would make cosmo even more broken lol
i wouldn't be surprised because cosmo is TOTALLY not the devs favorite character and keeps getting buffed
tbh the fact that some characters are so broken with just limit break is kinda funny
like osole
on il molise hes broken
Yeah but that’s a special case and honestly isn’t that crazy
How much does each amount add to globus' duration
Cosmo fans stay winning
arguably this is probably better to do manually just editing a table in visual editor, but it was a fun little distraction project to see if it could be done dynamically, and yes it can lol
https://vampire.survivors.wiki/w/User:Californ1a/Sandbox/Completion
Of course you'd use Poe lmao
Actually Cosmo crashes the switch version at the result screen or earlier if your run is too good.
cosmo just crashes results regardless lol
cool! do you mind if i copy your work
damn have you even fully beaten the game?
someone's been quitting out of runs and keeping their unlocks
thats at least 90% of all players lol
with how many players are asking about what to do when them and death are in a stalemate, for once I actually doubt that
most do, but the people who are in this server are the exception
'If the run is too good It switches your gameplay experience by crashing the game.' || Thanos: "Perfectly balanced" ||
nah I just didn't take the time to go through all the characters to fill in the table lol, just listed a couple for testing the module 😛
sure - if you want to just use it, you can put this on any of your user pages:
{{User:Californ1a/Sandbox/Completion
|dlc = lm,tf,em,og,oc,ed
|character = stage name 1; stage name 2; etc
|character 2 = stage; stage; stage
}}
or if you want to actually make changes to the code you'll have to copy the module:
https://vampire.survivors.wiki/w/Module:Sandbox/User:Californ1a/Completion
into your own sandbox module:
https://vampire.survivors.wiki/w/Module:Sandbox/User:Enderelf/Completion
and then make a template page in your userspace to invoke it:
https://vampire.survivors.wiki/w/User:Enderelf/Sandbox/Completion
<includeonly>{{#invoke:Sandbox/User:Enderelf/Completion|main}}</includeonly>
and then you can use it on your userpages the same as using mine in that first code block above^^ (just replace User:Californ1a with User:Enderelf)
templates are awesome, amirite?
is there a way to change/add names to parse? i have no clue how far i can edit that
it's dynamic, all characters are included as long as they have a wiki page, and all stages listed as type normal, special, challenge, or bonus are also included automatically
like i said originally, it's probably better to just manually make a table, i just wanted to see if it could be done dynamically 😛
yup
The power of automation on the wiki
i'm guessing you were wanting to add modded characters or something like that?
not really, i just wanted to use shorter names and different sprites
shorter names as in the list
like "forest" instead of "mad forest"
ah, yea, if it's not data in the infobox then it's not something easily changed, could use the id or no text at all though - though since it's in code you could also just make a lookup table in the code to map full stage names to short names:
local stage_names = {
['Mad Forest'] = 'Forest',
['Inlaid Library'] = 'Library',
...
}
and use that mapping - stage_names[stage.Name]
that's kind of the great thing with modules, once you know some lua basics, it's not too hard to figure out ways to do stuff like that, but you would have to manually maintain that lookup table when new stages are added, and use the full name as a fallback to display if it's not in the lookup table
as for character sprites though, a lot of them don't cleanly map from their name to their sprite - i tried to do that instead of the select images too, but there's a lot of them that just don't work
sprite could possibly be added to the infobox tho, but we already have gallery sections for those so it's not super useful for the actual page content
yeah making it manually is more customizable but the page source gets huge pretty quickly
i think i'll stick to that module
take a look now, i got sprites instead of the select images working... it's a bit of a workaround, had to make some file namespace redirects for the double characters
oh yeah that looks perfect now
@wanton plinthoh also btw, if you want to mark a character as fully complete, instead of listing eevery individual stage in the param, you can just set it to yes
|poe = yes rather than |poe = mad forest; inlaid library; etc.; etc.
i'm thinking i might also see about supporting inverse selection... so you could do something like |poe = yes; mad forest which would set them all to yes except mad forest
yeah that would also be nice
if not too annoying to make there could also be a "base" to check all the 1.0 stages but not the extras or dlc ones
so you could quickly check entire sections
idk about 1.0, but it's possible to do them by type (normal, special, bonus, challenge)
that works as well
normal, bonus, challenge, and special work now
another potential way it could be done is by release date... like you could put a date in, and it'd mark complete every stage released before that date
potentially that could even work on the character side of the param too, like |21 October 2022 = yes would mark complete all stages on all v1.0 characters
but custom params like that are a nightmare in visual editor since they can't be edited in the gui, so it's best to try to keep stuff on the input side
now release dates work (for stages)
just curious, would having a template for stats that automatically does a slink and a link= be a lot of work/excess templates?
i.e, something like {{stat|Charm}} equates to {{slink|Apoplexy|link=Charm}}
hm... the icons are matched up with the stat names in [[Module:DefaultStats]], so it could be used to make a template like that, but idk if loading that extra data everywhere just for links is really the best
theoretically mediawiki only loads the data once per page even if there's a ton of separate usages loading it on the same page, so maybe it'd be fine
wrote some documentation so it should be easier to use now for anyone who's wanting to ¯_(ツ)_/¯
https://vampire.survivors.wiki/w/User:Californ1a/Sandbox/Completion
(and moved the display to a subpage, https://vampire.survivors.wiki/w/User:Californ1a/Sandbox/Completion/test)
done [[Template:Stat]]
ty! :D
oh yeah btw, it's ~750 ms
@hexed oasis quite awesome how there isn't as much maintenance or projects to do as before 😅
(for me at least)
but no matter what, there's always a small thing that needs to be edited somewhere
it's the wiki spirit, afterall 🤣
you could add going through the stage data and filling in the unknown edit buttons (+making sure what's already there is true)
there's a skins toggle now on [[Characters/Search]] so you can show only the default skin rather than all of them... maybe i'll try to redo thing where it shows skins with different stats rather than just the default skin, but that was really messy code before so i'm just sticking with only showing the default one when it's toggled off for now
also there was a weird bug with the column selector that occasionally happened, which i think i got fixed
when you select a stat from the filters above the table, it's meant to both filter the rows for any characters that have that stat different from the base value and enable the individual column for that stat (or disable the column if you're de-selecting a stat from the filter)
but when you select an individual stat in the column selector, it's not meant to filter the rows, just purely enable/disable the column
previously there were some instances where it would also filter the rows when you were selecting a stat column, but it wasn't consistently happening, so idk if it's entirely gone, but i think i've fixed it so you can toggle the stat columns without filtering by them, but when you do filter by them then it also toggles the columns for them
hellohello, quick question: if I were to include the death animation gifs of enemies on their pages, should I put them in the same subsection as "animation" under the Gallery section or should I add a separate subsection containing only the death animation.
also should I even add it in the first place?
death animations, I mean
just saw this. about "renaming enemy sprites," what does this one entail? I could help
tuna casserole
yea just put them in the animation subsection
this would have to be done carefully, one at a time, making sure you find everywhere using them and fix the filename after moving the file before going to the next file
ideally, the "primary" sprite for the enemy should match the pagename of that enemy - so [[File:Sprite-BAT1.png]] for example would be at [[File:Sprite-Pipeestrello.png]], though we haven't quite nailed down a naming scheme for the other ids/variants yet, but it's likely BAT2 would just be Pipeestrello-2
ooh oki, I get it
mainly it's just so templates can more easily reference both a link to the page itself, and the sprite representing that page, with just the one name... so it's only really important for the primary sprite, but doing all of them eventually will be nice too
[[Template:UH]] & [[Template:UL]] can be used now, and i already added it to the pages of most stuff from initial v0.1.0 release (except enemies)
@wanton plinth if that's something you want to help with - going one update at a time starting at the oldest, and adding history to all the pages that were changed in the update
i did also add both 'hotfix' and 'patch' update types to the template, idk what we'll use that distinction for, but in general i think major changes will be 'update' type (like initial release of 1.13), and then either patch or hotfix can be used for the smaller ones (1.13.111)... and i'll probably add some way to list platforms in there as well since some patches only go out to specific platforms at a time, tho i haven't put much thought into how yet
(also btw, section ordering i've been using: <primary content sections>, Tips, Gallery, Update history, Trivia, References, External links)
Correct
oh wow this looks so pretty
since you are going from the oldest i think i'll go from the newest
so we dont double edit
sounds good, just make sure you put them in order - oldest at the bottom of the list
also for consistency, i'm just using "Added to game." for the very first entry, whenever that thing was first added
dang this is gonna take a while, i'll get back to this once i wake up
yea, it's definitely not a quick task
but it does provide a ton of value once it's on all the relevant pages, it's super nice to scroll back through update history on specific items/charachters/etc.
im glad we are getting this, i was thinking about having it some time ago when i was messing with Version history
if needed, we can ask for some more editors to help out on the subreddit - we've been considering making a post about some of the new stuff we've added since the launch of the new wiki and asking for some more people to come help edit anyway... we're just bad at writing announcements 😛
i've finished up with v0.2.x versions, i skipped most the enemies stuff since idk which enemies were available or not, and there was a couple patch notes about the pause screen i couldn't think of a good place to list them, but most the stuff pre-v0.3 are done
Funnily enough, I added version history for the enemies from the coop
as a general rules of thumb you can check which stages were available at the time, the only major difference was the removal of count and addition of the rag in inlaid library
Like before this template was made
just found a link to this sheet on gorgeous moon's page https://docs.google.com/spreadsheets/d/1wDvSQukV0axTxlSnKRUDvuKAytY-O56ZhEtKINYjTKQ/edit?gid=0#gid=0
anyone know if it's still accurate and/or useful? should it be ported to an on-wiki calc? @brisk drum it says you helped make it
I did make it
It is based on Dex's trying to time when the final one will happen and collect as much exp as possible at the end
I made a spreadsheet because I couldn't figure how to make an on-wiki calc, if you want to port it to the wiki itself, go ahead
idk when the sheet was made, but you wouldn't have been able to back on fandom
there's documentation for making wiki calcs here https://vampire.survivors.wiki/w/Template:Form_calculator
it can be a lot to wrap your head around at first, i remember being real confused when i was trying to learn them
if no one else tries then i'll throw it on my todo to take a look at later
(the exp calc is pretty basic if anyone wants to try and needs an example to dissect https://vampire.survivors.wiki/w/Calculators/Experience)
Updated sprites for some items
https://vampire.survivors.wiki/w/Updates/Patch_0.3.2
cool nice patch note, i have no idea what pages up to put that on
all 0.5.x and earlier done, except some vague ones, some ui and save data stuff we don't have pages for yet, and individual enemies
At least you could narrow it down to anything released before 0.3.2
btw @wanton plinth if you want to reword any of the lines in the update history to make them full sentences or add links, go for it. i'm just direct copy/pasting the line from the patch note that applies to that page, but they don't have to be exactly verbatim like that since they're linking to the update page that is verbatim... though keeping it worded somewhat closely to the actual patch note is nice, just as long as people can figure out which line in the verbatim patch notes it's referring to, that's fine
i'd say don't use slink or any images in there tho, just direct [[link]] if you want to link anything, keeps it a bit cleaner
where possible, rewording and adding full sentences and links would be ideal
it would make these sections better, more sophisticated, and with higher standard
also, tfw i wanna edit the wiki outside, but it's hard, cuz of the dark theme lol
:p
Peak setup
i can't deal with tn panels, way too much glare 😛

ah yes, sunlight
It's kind of like a large balcony with a ceiling
So it's not like 100% completely outside
I'm working on the limit break info for the weapons sold by the Master Librarian
anyone who wants to help out with rarity/max stats would be appreciated!
@hexed oasis I'm pretty sure these aren't listed in the panel to the left in the game, right? 🤔
so the only way to determine these would be through dezz's github?
yea
for some reason I can't use source edit on the wiki right now. anybody experiencing the same thing?
nvm, I'm dumb. it's just my laptop dying because I have so many processes all active at once
dayum, that place's fabulous. is that ur house?
if you're moving enemy sprite files, make sure you check the whatlinkshere for the old filename and fix all those
https://vampire.survivors.wiki/w/Special:WhatLinksHere/File:Sprite-BAT1.png
(except my user pages, don't worry about those)
ooh thanks, forgot that tool existed. I just had all the pages that used that file opened in different tabs lol
alrighty I go
oh hey uhh @hexed oasis, so this happens since the template fetches the sprite based on what's in the 'ID' field
any ideas to avoid this thingy
yea, you have to use the |image= param to give it the name of the sprite, or if there's multiple then the |sprites= param
thankies ! !
okay, off I go
most templates have documentation and examples on their pages btw, so you can find the params https://vampire.survivors.wiki/w/Template:Statbox_Enemy
yesyes, I keep forgetting stuff like that lol. tnx for the cue
oh don't change the id, the id is still BAT1 😛
ofc xDDD
ooh did you update it urself? got a conflict thingy goin on, but don't mind it, I just cancelled mine
yea, that one i fixed
@wanton plinth you might want to check this - [[Unholy Invocation]] it seems like it might not have released alongside bone zone, and instead released later in august
i listed all 3 updates, but i think only those two in august 2022 are actually true
no idea what music track played in bone zone between april and august if that's the case tho
should I add the "Base Game Enemies" nav to unlisted enemy pages, the Glowing Bat for example?
like those that don't appear in the bestiary
possibly... for some of them i'd say yeah for others i'd say no... like glowing bat is probably just a variant of pip rather than its own enemy type and that should instead probably be merged onto pip's page, but for others that are actually completely separate enemy types that are unlisted i'd say yeah
i don't have any plans right now to go through the unlisted ones and merge them onto listed pages though, so unless someone else wants to go do that, then sure, might as well stick it on them
also, a bit ironic how the infoboxes of enemies that don't appear in the bestiary still have the "Bestiary (?)" thing lmao
glowing bat makes sense for it to get merged
maybe I'll do that rn
just make sure to fix all the whatlinkshere
alrightyy
btw in the case I finish merging an unlisted enemy to a listed one, should I add a "deletion" tag/template to the deprecated page?
yea just stick a {{delete}} at the top
okie tokes
made a quick fix for this, tho the bestiary infobox is still on my conversion todo list... just bestiary, weapon, and passive item left to convert
cool!
....and what are you converting them to btw?
an updated style that also allows for extracting and storing the data input into the infobox, so it can be queried/filtered/searched for in other templates/modules
if you look at something like an enemy infobox vs a character one you can see the visual difference, and then behind the scenes the newer ones (like character) has stored data (third img)
it lets you do stuff like this https://vampire.survivors.wiki/w/Special:SearchByProperty/:Release-20Date/27-20October-202021
find everything that has a release date of 27 oct 2021
It was copper green intent (forsaken)
Or whatever dairy plants main theme is
alright, so unholy invocation wasn't added until august 
almost up to v1 with update history stuff, everything 0.10.x and earlier done, except enemies and and some ui/save data stuff we don't have pages for
this is weird, i dont remember anything else playing there back in the day
i do have the 0.5.2 here, i'll see if i can check
in the files unholy invocation is in fact no present
woops
i changed it on [[version history]] and the update history sections of those pages already but feel free to check it over to make sure what i changed is right 
and i did a quick scan over all pages to find the ones with the old version history layout, it was just [[Eleanor Uziron]] and [[Chaos]] - i wrapped those in the new templates, but elanor might need to be rewritten, that one's really wordy and the grammar's off
im concerned i could lose my save trying to play the old versions, is there an easy way to backup it up?
yeah
we should probably have some kind of save data page on the wiki with that info, alongside poncle account/cross save info
btw @regal flame when you get a chance, elanor has 2 other skins that need character select images [[Eleanor Uziron]]
@tropic zephyr are there any other skins or anything you know of that's tied exclusively to spells like elanor's? i missed those originally since i never put in the spell, there's nothing about it listed in ingame unlocks, just had the regular unlock
outside of the spoopyseason and starpupil skins, there aren't any (excluding room 1665 since the game tells you)
yea just stuff the game doesn't tell you in secrets or unlocks
ah yea the halloween ones, those should probably get added to the infoboxes too
nothing else, then
the game is not letting me edit the save even correcting the checksum and there is not a single video where you can hear the music in the stage either, i'll have to unlock it the hard way
its almost like the old theme of the bone zone became a lost media all of a sudden
auren said it used dairy plant's theme originally, copper green intent
that does sound correct
and honestly no other song would really fit aside form peji eighteen maybe but i know that was not the case
@brisk drum does this look right? [[User:Californ1a/Calc]] wanna make sure it's actually calculating things correctly before moving it onto a calc page
here's the script if you want to look over the actual calculations https://vampire.survivors.wiki/w/Module:Sandbox/User:Californ1a/Calc
(also lmk what good default values should be for each of the form inputs, i just used whatever was already in the sheet as defaults)
Yes
is it sill lost media if you can still access it
btw if you're going though old VS versions, the adventure update (public beta), and laborratory (public beta) have somewhat notable differences to them
i don't think we're going through betas yet... someone might at some point tho
well i only have up to 1.4 and its all just releases
got rid of all the galleries in enemy infoboxes, just replaced them with whatever was the first listed image, so some of them might need to be changed but it's better just having one primary image in the infoboxes, and using the variants and gallery section for other images
update history done for everything 1.1.0 and earlier... 1.2.0 is the start of dlc so there's a lot more pages after that
can someone turn this sheets file into a wiki calculator? i made a calculator for light source odds but its not 100%https://docs.google.com/spreadsheets/d/1OajHfLYxrOOPvQY8reqsJ9kv8tVnwTSS7xl4R2QpzXk/edit?gid=1864279933#gid=1864279933
There's docs on [[Template:Form calculator]] if you want to try yourself, but if not I can take a look at it later - if you could give a background color to the inputs and outputs that would help, so I can differentiate between what to list in the form, what is just internal for the calc, and what should be the final outputs
ah thanks
also i could be wrong but i don't think sealing an item changes its weight, it just gets replaced with a coin if it picks a sealed item
no idea
maybe it changed in a later version, idk, but at least in the 1.1.0 patch notes when seal was introduced: https://vampire.survivors.wiki/w/Updates/Patch_1.1.0#New_Unlocks_info_(spoilers?)
it says "When Sealing an item, the item will not be removed from the loot table, but will turn into a Gold Coin instead, which means this does not affect standard drop rates."
coins cant be sealed
if you
forced
it to be sealed
the game would probably crash lol
thats what i was thinking but then again it could do something like the arcanas as weapons
like a null item
can someone add how much damage speed and duration adds to [[Hydro Storm]]
as in how the duration and speed adds to damage
anyone know why Lolo Hiss Meow and Purr followers are invisible on end screen? most followers show up but theirs dont
is it because they dont have weapons and therefore the techs dont show as damage?
@wise crown might want to keep an eye on [[O'Sole Meeo]] and other [[0.5.1]] content... someone keeps trying to change the date from 24th to 25th, blocked the ip for a day on some of those specific pages
Alright, though, tbh, I don't believe it was done in bad faith. It is possibly that for some people, the release date may be off by one day (I've kinda faced this issue before)
Unless if they were warned beforehand and were deliberately changing it
idk if it was someone else, but i did already give a talk page msg to someone who did the same thing a few days ago, but this is an ip editor without an account, and they re-edited it after i reverted like half an hour later, twice
I see, now that I have seen Special:RecentChanges
ngl though, it's crazy that this is our first block after the fork lol
it is only a block on a couple pages [[Special:BlockList]]
goes to show that the editor community is overall amazing
we could possibly have a gadget that converts infobox and update history dates into local timezone, but that'd add a bunch of complexity to inputting the dates, we'd have to include the time too, which just doesn't really seem worth it
they use utc/gmt as well since jagex is uk company, but i don't think they really get many timezone issues with edits because there's an in-game clock that uses utc, so most players are already using utc for ingame stuff
Clock with a chicken on the outside
[[Roast Chicken]]
if it becomes a common issue, especially for 0.5.1's pages specifically, we could just autoconfirm protect those specific pages... prevent ip edits on them, but definitely would prefer not to do that
yeah
secretly makes garlic a 3d model and hides a clock on the back of it, invisible in gameplay
Raw Garlic with a Clock in the Back
another common one from ip editors seem to be emerald diorama directions, mixing up normal and inverse
this is a sentence that has never been said on the internet, probably never said in real life too, and probably won't ever be said by someone else here
To be fair, the table might seem a little confusing at first, but I don't think there is any better way it can be expressed
there is a map... but not one for inverse
i'd love to get some interactive maps, but that's a bit beyond my knowledge, and we'd probably need some much higher quality tile images when you pan around or zoom in
I think that is an extension to be enabled on the wiki
https://www.mediawiki.org/wiki/Extension:DataMaps
The DataMaps extension lets you display interactive maps using Leaflet without additional services.
The maps can feature:
circular markers, pin markers, or markers with custom icons;
rich marker details panes with Wikitext titles, descriptions, an article link button and an image;
an optional coordinate display;
multiple switchable backgrounds;...
nah no need, it can be done purely in js
tons yea, but they have their own completely custom implementation that is a mw extension calling their own separate backend server off-wiki
the simplified pure js version is done by just dumping a minified copy of the leaflet library (https://leafletjs.com/) into a gadget, exporting a bunch of tile images, and creating a gadget that uses leaflet with those tiles https://brightershoreswiki.org/w/Brighter_Shores:Map_Project
Raw Garlic with a Clock in the Back
Added screenshots of characters across pretty much all of poncle's trailers/videos
I can generate 1:1 pixel recreation for stage tilemaps from prefabs if you need them. But some of them (dlc) exceed maximum file size (foscari - 31 mb > 20 mb)
probably a dumb question, but is there anyway that those could be compressed if they exceed 20mb? (and ideally, not affecting the quality much?)
or perhaps a different method could be tried altogether?
Ah
That would be fine, interactive maps wouldn't use the map as a single image file, they have to be split into a bunch of smaller tiles that get dynamically loaded as you zoom and pan, so the size of the overall combined image doesn't really matter
idk exactly how they need the smaller tile images generated, it's something I haven't looked into yet
Ngl I never thought of it that way
Sounds good
The docs for the custom tile layer are here https://leafletjs.com/reference.html#tilelayer
@hexed oasis just found out there is a conflict with megalo characters in the completion table, check the source for [[User:Lovenus/ContentCompletion]], megalo syuuto and syuuto are swapped
also if you type "menya" then "megalo menya", it ignores menya and only fills megalo menya, but if you put "menya moonspell" it skips "megalo menya"
ah hm... it's because they both use the same alias - if you put the full character name as the parameter it'll work
well i did but they are swapped probably because of alphabetical order
it's because of the way the lookup table is built, lines 26-39 https://vampire.survivors.wiki/w/Module:Sandbox/User:Californ1a/Completion
it's assigning both the alias and full name to the full name, so if an alias is already used, then if another character uses the same alias, that entry in the lookup table gets overwritten by the second one using that alias... full names should be fine tho
@wanton plinthtry again now made a tiny tweak, it might make a difference?
also btw you can put in release dates and it'll mark everything before that date as complete, and the stages listed are in release date order so you can just grab the date from the furthest right one you want marked up to
and i don't think 'megalo menya' would be able to work - just 'menya', 'menya moonspell', and 'megalo menya moonspell', but this how they're getting mapped https://i.imgur.com/oNOSDNW.png
since they both have 'menya' as their alias in the infobox, one of them overrides the other, and it's done in character select screen order, so since megalo comes after, it replaces regular menya's alias entry... i could check if the alias entry already exists and not replace it, that'd make it stay on whichever one is the earliest usage of the alias, might make more sense that way
now the mapping is like this https://i.imgur.com/eF5WVip.png
still swapped, but something interesting happened
doing the following combined both
now both menya and menya moonspell are referring to the same row, so yeah both those would be combined - you have to use 1 of those and also megalo menya moonspell
i guess i could also add a special case specifically for characters that start with 'megalo', to add an alias for them that doesn't exist in their infobox, but that might get a bit weird, if i just do something like megalo+first word in name
though for the time being megalo+first word in name seems like it'd probably work alright for the current characters
yeah i dont think there is any other case of shared names aside from megalo forms
so this is probably better https://i.imgur.com/8Hl53fE.png
add terraria to the ones saved from f*nd*m hell
there are a lot of wikis saved from fand*m hell, I just added some of the notable ones that I edit(ed)
fair
but feel free to edit the list :p
cant be bothered opening photoshop
@wise crown https://redd.it/1l79w5g
Gonna check this out!
just the ui, it doesn't actually do anything yet, but something i'm messing with https://i.imgur.com/AmKaOey.png

it will almost always be all powerups, lol
for a lot of players yeah, but i'm sure there's also plenty mid-game or brand new
would do eggs too but there's no good way to since they're randomly applied and per-character, you'd have to individually configure all the stats manually for each character... might as well just look in-game instead of putting all those numbers in lol
yeah
trying to do eggs is just a bad idea lol
https://www.reddit.com/r/VampireSurvivors/comments/1l7ovjy/some_finds_in_tokyo_and_a_good_boy/ is this official merch even? 🤔
the fangamer pins are legit, yeah
nice
theres more things that were given out at events
like real arcana cards...
imagine if I go into a supermarket and then use 
literally everything within a 100 mile radius immediately comes to your location 
I'd probably destroy everything coming towards my path
yo hepi
or prolly anyone else
should I include both versions of inverse mode stages in their galleries? (layout inversion enabled and disabled) or just one of the either
I'd say both would be nice to have
on the castlevania series album page, the version of successor of fate which is played is not the right one
same thing with awake, amber scenery, dracula's tears, pitch black intrusion, wood carving partitia, and probably more
if it right on their individual pages and the main music page?
(you're not thinking of the vs version, are you? that's on the other castlevania album: https://vampire.survivors.wiki/w/Successor_of_Fate_-_Vampire_Survivors)
yeah i mean the original versions in their album use the vs versions
they are the correct versions on their own pages, but not in the album page
they look right to me, i'm not seeing any of them using the "- Vampire Survivors" audio files
this might be a mobile exclusive issue but they definitely aren't the right version (at least that's what my ears say)
oh unless you mean the audio files themselves are swapped?
if you listen to them directly on their file pages, is that the case:
https://vampire.survivors.wiki/w/File:Audio-Successor of Fate.ogg
https://vampire.survivors.wiki/w/File:Audio-Successor of Fate - Vampire Survivors.ogg
it should be working now
yeah
what if the ai was actually just some guy who works for google and had to write something quickly whilst looking at the first few pieces of information he found
infinite typing speed
requirements for editing the wiki: 200wpm
backpoe joke image could be in [[poe]] images
yeah, why not? since it is an official image anyway
but I'll put it in the "Other" subsection, since it is not in-game
[[belnades spellbook]] infobox for some reason do not change the rarity property
womp
it's because you've got the rarity param declared twice https://i.imgur.com/4Zv8Rf8.png
whenever a param is declared multiple times in a template like that, it only uses the very last instance - when you preview the page, it'll have a warning telling you https://i.imgur.com/p0YGf8E.png
@wanton plinth [[File:Sprite-Antonio Belpaese (Menu).png]]
so apparently, it turns out that those are individual sprites?
