#General Chat
1 messages · Page 11 of 1
in the infobox nah, i think that should stick to the main stable release, but update history should probably have an entry for released in the demo, similar to beta
alr
should the tag be "beta" or should we make a new "demo" tag?
I think the latter would be more accurate
in {{ul}}
{{UL}}
yea i can add a demo tag
|type, not |update
yup, makes it look like the card
oh i guess firefox isn't centering the mana cost number... it's center in chrome 😬
[[MediaWiki:Pagetitle]]
I just realized that it says Vampire Crawlers Wiki, which is pretty cool
but I wonder if there's a possible workaround for fixing the page title when you're editing a page? 🤔
even if it can say Editing Crawlers:Axe - Vampire Survivors Wiki or even Editing Axe - Vampire Crawlers Wiki
@wise crown the preloads have |update= rather than |type= because |update= is used to link to the update page for that change
but we don't have a news post ¯_(ツ)_/¯
I guess we can put type and update then
for now with the demo sure, once its out and we don't have to specify type and it just defaults to update then it isn't needed
alr
i guess maybe also put external in the preloads
tho we're gonna have to manually add that to all the vs pages anyway
yeah that would be a good idea
that's fine, easy work
speaking of external, look what i found 😛
nice!
where did you get it from?
I usually check through steamdb
but all I could find is the old icon
extracted from the game's exe
alr
nice
bro
I finished the first round like a few min ago lol
the wiki distracted me
i opened the game, did one attack, and have just been sitting on the pause screen ever since
I'm sure there are still plenty of things to discover
for the naming convention of dungeons...
Should we go with Dungeon-Mad Forest.png?
sure
that was probably going to be the next thing i go through... i'm digging through assetripper right now tho just to see what's there
list of item sprites that are different from their vs counterparts (I might be missing some stuff):
- spinach
- hollow heart
- runetracer
- garlic
- peachone
- ebony wings
- skull o maniac
- mortaccio
- bone
- cavallo
- gatti amari
- candelabrador
- o'sole
- gallo
- song of mana
note: christine, pugnala, and concetta use "default" skins which is also in vs
ultimately we should just be uploading separate sprites for all of them
naming convention idk
that doesn't quite work because it overlaps with character skin variants
yea something like that, idk, i was thinking Sprite-Crawlers-Name_with_spaces_(Variant).png but maybe that's a bit longwinded
just did this
tbh effect names like that should probably just be links rather than the yellow template or hover text
sure
especially since hover text like that isn't visible on mobile
So we also have wild cards
Which are like vc's equivalent of pickups from what I can tell
First evo that I got is the holy wand
should 'wild' be a |type= in vc card infobox?
what's the colors if so?
ah hm... replacing the cost with the W in css will be a bit tricky
i guess the image for it is probably in the sprites somewhere, that'll probably be easier, and i should probably replace the cost circle with the image for that as well at some point
Added a new tag for Vampire Crawlers in case anyone needs to request specific stuff for Crawlers
Thx
is this a screenshot?
if we can get this font i got the other dungeon icons
ever felt like that?
basic [[Crawlers:Unlocks]] page done
i expect there's some i missed since it seems like some are hidden until you get them
oh wait one sec the highlight table isn't working... lemme fix that
alright we're good now
idea: gem slots count for the cards infobox
doesn't that change though?
like this whip has 2 https://cdn.imgchest.com/files/6df57d433467.png
0:26 in https://www.youtube.com/watch?v=-Ael4oMaKQM
ah i see
i haven't unlocked that yet so idk, but it seems like the attack cards at least always start with 1 and everything else with 0
The blacksmith isnt in the demo
note that light tome has a gem slot despite not being a red card
btw, some weapons will be wild cards
like bracelet
got someone that needs a timeout
griefing a bunch of pages
gave them a temp 1 day block
Thx for letting me know!
Only played like 2-3 rounds so far, but I'll definitely play more and discover more things as I go
Us when vc came out
@hexed oasis do you think it would be a good idea if we include the full name and inn cost as infobox fields for character cards?
possibly, though i'm not sure there's much use for them right now - the main reason we use the full names on vs is because some of the short aliases overlap... we might have to move their pages to their full names at some point for the same reason, but for now i think just sticking with the short names is fine since that's primarily what's shown everywhere except the one ui in the inn
the tricky thing with a full name field is that all the card types are using the same card module, so making rows that depend on specific card types is a bit annoying, and assumes that if there are multiple versions of the infobox defined, then they'd all be the same type
believe i've got all unlocks listed now except la borra ... twice now i've evolved it on the last chest and it doesn't show up in unlocks when it's done on that chest
C:\Users\NAME\AppData\LocalLow\Nosebleed Interactive\Vampire Crawlers\Save\SaveProfile0.save
it's just a json same as vs - no idea how the checksum is calculated tho so you can't load an edited save, but there's some metrics and ids in there, maybe worth looking through
Are they adding ||Yoda|| to the game? 
yoooooooooo
he can talk?
ngl I wonder who the voice actors for each of the characters are
It seems that having no ||vocal cords|| doesn't mean you can't speak.
There are some interesting voices like ||MissingNO||
But i guess it's already to much spoilers 
||oh shit||
the fact that you mentioned this character already seems like spoilers lol
||are we boutta kill death the old fashioned way
||
||true||
||like they're not even in the unlocks section iirc, and neither are the other secret characters||
||not surprised, they are secret after all||
wonder if the demo has any secrets... surely there's at least one
||has anyone tried to do the exdash code yet?||
sort the audioclip folder by size, some of those large ones are... not audio?
but they're ogg
We should upload those voicelines to the wiki 
the ones that are actually accessible in the demo yea
yeah of course
||if you are able to check, how much hp does death have?||
||I couldn't even attack bro at all||
||Imagine if he was like the White Hand
||
||you survive the hit if you have over 100 hp allegedly||
||and then you can fight them||
||I see, haven't reached that point yet||
||of course
||
awesome
||the usual||
||(at least its not per level this time)||
||but what if it is? hehehe||
Maybe they are in wrong format, but i hear some garbage noises
||or some other multiplier||
yea they play, but it just sounds like some other data got renamed ogg and sent to an audio player
Ripper says there are 4 channels but extracted file is mono
interesting, maybe it mashed all 4 channels into mono but each one is meant to be a different track?
tbh i didn't look at ripper's ui much, just ran it to extract stuff and have been looking through the files outside of it
meh
My guess would be that they decided to do dynamic music that way, since most, if not all, tracks are stage ambient music
math not mathing 🙃
I'm loving Vampire Crawlers, as much as or even more than Vampire Survivors.
Should I get hooked on it now, or should I wait for the full release? Is there an approximate release date?
not exactly the right channel for this, go to #🍷crawlers-general
but to answer your question, yeah, the demo is pretty addictive
and we don't know the release date of the full game yet
possibly sometime in 2026
do i need to make a spoilers channel for crawlers specifically? 😂
any stuff that is being dug out of files and not visible in the demo, pls remember to spoiler tag
at this point we might just need a datamining channel
@hexed oasis do you think its possible to add the textures along with the colors for the card infobox?
like behind the sprite? i was looking into that but couldn't find the character one
yep
its the blue one actually
I advertise our new (sub-)wiki
We need higher prio for info requests from poncle 🥺
Real
That’s 95% of the reason i care for datamining. No offense to poncle but collating info for the wiki is top prio for me
We do have a Vampire Crawlers forum tag added though
Also Im thinking of making a suggestion post to have the main crawlers game be in mono or have a mono branch
so I guess it's something
hopefully i didn't just cause a bunch of errors all over the wiki, but [[Module:Sprite]] now supports a |c=yes param that'll add C in front of sprite, and automatically link to Crawlers: ns without needing to input it... wrapper is at [[Template:cslink]]
uhm, we might need a link but not sprite version
since some are reusing vs sprites
cslink wont give sprite for knife for example and slink will link to vs
the ones reusing vs sprites should be reuploaded as a separate version for vc
@wanton plinth have you gotten la borra? it still needs to be added to [[Crawlers:Unlocks]], idk the position
nvm it's added now
yeah i got it but didnt check the unlock list
noting down enemy attributes, some of them idk how they get used, others are pretty obvious https://cdn.imgchest.com/files/85cb1536e17b.png
working my way down my save file json just noting the ones that i actually have kill count on, just to make sure i only get the ones that are in the demo
what, the enemies are in the save?
there's kill count metrics in the save, you can just open it in any text editor, it's a regular json
bunch of other metrics too
gem slot counts and such
but like their hp?
nah i'm cross-referencing the enemy config id from the save with the extracted monobehavior jsons
only kill count is in the save
ah i see
btw i think it would be a good idea to move #🤖info-bot to vamp misc, as its started to cover crawlers now too
@hexed oasis for standardization's sake, should we include the "Starter deck" heading in each of the character pages?
yea, deck should probably be lowercase, and the seconday heading removed from inside the template
got it
at some point i'll probably do a slight redesign of those - main things i'm thinking are fixing the character color, making the sprites a bit smaller, removing the bottom right icon, removing the outer border & background color, and making them wrap for smaller widths rather than horizontal scroll... may also get rid of the x count above and instead just show the card multiple times, though i'd also like to move it from wikitext into lua, so i can just bucket select all the info from only the needed card pages, rather than what it is right now individually bucket selecting each individual field for each card
uploaded the bestiary backgrounds, if we can get something similar from the card infoboxes for vs enemies at some point
kinda weird how not all stages have their own background in the bestiary
and how I just realized this now
that might be quite a bit tricker, unless we add a dedicated param to the bestiary infobox specifically for which type of background it uses... we could have it parse from the stages param, but there's quite a few edge cases where it either lists multiple stages, the stages it lists don't match the background, or the stages param just says something like "all" (eg reaper)
yeah i was thinking about that
from what I've seen, the game chooses a random background from the stage that an enemy is in
maybe pulling a random one each time just like the game?
and that's assuming that the stage has its own background
not possible with just css afaik, that would require js, meaning it'd have load time between the infobox appearing and the background appearing which is just tacky
if the enemy doesnt have a bestiary background set, it just uses the last background you were on
its mostly just boss rash ones im pretty sure
ok lemme check
you're free to try messing with it if you want though, but you'll have to use lua...
you can see how the classes are added to the vc card infobox in [[Module:Infobox VC Card]]
and the styles are all in [[MediaWiki:Common.css]] (ctrl+f for .infoboxNew-VC_Card .infoboxNew-image)
probably don't edit the live bestiary infobox tho - make a copy of [[Module:Infobox Bestiary]] into your own personal [[Module:Sandbox/User:Lovenus]] (or a subpage of that), and then invoke it in a subpage in your userspace (eg [[User:Lovenus/Sandbox]]):
<includeonly>{{#invoke:Sandbox/User:Lovenus|main}}</includeonly><noinclude>
{{User:Lovenus/Sandbox
|name =
|image =
...
}}</noinclude>
https://vampire.survivors.wiki/w/Module:Infobox_VC_Card
https://vampire.survivors.wiki/w/MediaWiki:Common.css
https://vampire.survivors.wiki/w/Module:Infobox_Bestiary
https://vampire.survivors.wiki/w/Module:Sandbox/User:Lovenus?action=edit&redlink=1
https://vampire.survivors.wiki/w/User:Lovenus/Sandbox
just entered inlaid library then left, it still shows up as mad forest for me
it used to not in the new engine beta fun fact
it was originally just like character size of the directer on the mad forest bg
cool
do y'all think it would be a good idea to list all of the stage backgrounds and which stages they're used for?
in [[ars gouda]]
if you want to sure, i wouldnt say its crazy important though
made older saves load with legacy skins by default
i might tackle this eventually
also i should really get around to making that ||LATODISOTTO|| (unused/scrapped) character page
this is just incrorrect
(its actually just a separate "debug/failsafe" character for when you went to a previous version in the old engine)
you can just edit it yourself to fix
yeah i know, but id want to make a proper character page for them if i were to remove it
(as this is the only remains of them on the wiki as of current)
are pages that are set to the character template auto put in the big character list?
The stats table, yes
not on [[Characters]], but they are automatically listed on [[Characters/Search]]
The list of selectable characters, no
now if you put {{Removed}} at the top of the page, it won't be included in the character search table
made a somewhat basic page
https://vampire.survivors.wiki/w/LATODISOTTO
also added it to https://vampire.survivors.wiki/w/Characters/Unused
also overwrote this with the proper trivia
made some changes to this
btw quite a few of those redirects you made to gem pages will need to be replaced with pages for powerups... haven't made an infobox for them yet tho
For all of my Vampire Crawlers-related notes. Feel free to use any of this info as you wish.
I should probably also mess with the gem infobox css later to bring them in line with the card infobox
lol latodisotto showed up in the save reader
wait they still exist?
not sure but this is because they got automatically added to the wiki's character list
decided to keep him
also now locked characters display their unlock text instead of description
add a bucket.Not('Category:Removed content') to the where()
now that's cleaned up [[Template:CrawlerStarterDeck]], converted to a module so all cards' bucket info is gotten in a single query rather than what it was doing before with every individual field of each card all being separate bucket queries
it was like 20 queries for 4 cards before, now just 1
i'm making enemy pages now, mainly just using their id as the page names, so they'll probably have to be moved at some point if we get a bestiary giving them in-game names
some of these might also need to be merged at some point, i'm making individual pages for each enemy type even if they're just elite variants or whatnot... we can deal with that later
probably not going to do this but it was neat to mess with https://cdn.imgchest.com/files/291babbe81e9.mp4
it can even have stuff pop out 3d parallax style, like the gem cards https://hover-tilt.simey.me/bespoke/stacked-3d/
this is redirecting to the character, not the enemy
oof
could just manually put it in for now... it's meant to automatically update as new entires are added, but if just so happened to land on one where the name isn't matching the page name
i guess i could pull the page name from bucket based on the provided name
alright, now it'll stay autoupdated and use the page name rather than enemy name
may i suggest making skills and resistances from the enemy infobox optional?
or have have a minus sign instead, cause a bunch of enemies that dont have skills nor resistances are left blank with an edit option
put a - in those when they don't have any, same as what's shown in the bestiary
it's not good to have it as a - or hidden by default, then you don't know which ones actually don't have any or which ones are just unknown
sure
there is also something odd with the enemy buckets (?)
not sure if they are not updated or what
but im pulling directly from their image property
enemy buckets in general, or just the ender sprite not having 'The' in the name?
yea... enemy sprite naming is a bit of a mess, it's a weird mix of uppercase ids, pascal case ids, and matching page name - ideally they all get moved to match the page name, similar to pipeestrello, but that's a lot of work, especially making sure after every file move that everywhere on the wiki that used that file also gets updated to use the new name, rather than leaving a file namespace redirect mess to clean up
but at least the file names are in bucket so you don't have to worry too much about what the actual naming structure of them is, and can just use that
but like, why is it getting those names?
these are from the bestiary infobox, not even the variant now that i looked at it
it looks correct in the page but not from what im pulling
the stalker is using The_Stalker but in the bucket is the ID as the image name
because it's a file redirect
in the actual page source it's using Sprite-Ender.png, but the actual file is at Sprite-The_Ender.png
so Sprite-Ender.png gets saved into the bucket
ah i see
see this is why file namespace redirects are a mess
yeah i was about to say that
i very much prefer having as few redirects in the file namespace as possible... some rare cases where it's marginally acceptable like the duo characters' "sprite" redirecting to the sprite of the main character, but otherwise, they're just a pain
almost always better to just upload a duplicate file at the other name if you need both
found out why the sortable class didnt apply last time but uhm...
nice
hell yeah
(and if you need to, each of the cell td's can have a data-sort-value="x", replace x with whatever value you need)
^useful for N/A and such within a column of numbers if you want to display N/A but have it sorted as 0 or 9999999
if beating every stage with every character wasn't painful enough, get ready for:
would be cool to add voicelines for each of the characters in vc
we definitely have them, but idk which of them are actually used in the demo and which are potentially either leftover extra files or to be used as part of the full release
it's also quite a few files, about 30 for each character
we could probably do a "Voice lines" or "Audio" section on character pages, and list them similar to these sections, with the small inline play button gadget https://wiki.leagueoflegends.com/en-us/Ambessa/Audio
that sounds good
Blade & Sorcery Wiki does this too
https://bladeandsorcery.wiki.gg/wiki/Baron/Quotes
The Baron is the only named character with voice acting.
Below is a list of every line the Baron can say.
Toggle List Visibility
The lines that play upon first meeting the Protagonist.
"Hello, mate! You're most welcome to the Baron's Bounty, with me the Baron."Link▶️ (download)
"I've been told all about...
though they also have a download button
"Hello, mate! You're most welcome to the Baron's Bounty, with me the Baron."Link▶️ (download)
Do NOT include "FIle:" in the "Audio File" box or this template WILL NOT work.
the gadget on league wiki replaces the right click menu on the buttons with a download
interesting 🤔
btw
is it possible (or even a good idea) to make a namespace redirect?
e.g. C:Poe redirects to Crawlers:Poe
but like imagine C namespace by itself always redirects to Crawlers
it would probably be better to ask wg to make a namespace alias rather than having to maintain a ton of redirects like that
btw should this list include all cards with W cost (like it does now) or only pure wild cards (wild type pickups) - i can filter it to just the pure wild cards
how about something in the middle: include a "Notes" column that says what card it is as well
e.g. for Bracelet, the "Notes" column should say "Also an attack card"
that might be a bit tricky with dpl...
i can do this https://cdn.imgchest.com/files/fdede1950ba1.png
yeah that's good
oh i need to fix the text align
wondering how these chest tiers correlate to which chest you get https://cdn.imgchest.com/files/72f4c3c9ea2f.png it seems like the ones with -2 are the optinal "minibosses" and the ones with -1 are the actual floor bosses, but i've got no idea how that maps to which type of chest you get from them
doing some digging, there is a chest tier enum where 0=none, -1=all, 1=bronze, and 4=gold
magnet being a stat is very intriguing to me since attractorb just draws more cards in vc.
i wonder if the magnet powerup/stat will be a chance to draw a card after playing one?
it has 2 ranks in the shop
nice that curse is just a straight xp increase in vc
cleaned up the card infobox header a bit, before/after
are the hyper modifiers of stages added on top of the base modifiers?
im not getting 0.75 speed meaning 2x in the wiki
so in the data files, the [stage_name].mods.PlayerPxSpeed (no modifiers) includes the base speed (1), for mad forest it's 1.1, and then [stage_name].hyper.PlayerPxSpeed is added to that (it's 0.9 in mad forest), so for forest 1.1+0.9 is 2 speed total in hyper (2x, or "+100%", an extra 1 added to the base 1)
tbh not entirely sure what enemy-min is referring to, it was just already in the old infobox on fandom long before i started editing
so i just carried it over ¯_(ツ)_/¯
i'd like to say it's [stage_name].startingSpawns or [stage_name].hyper.startingSpawns but the values don't really match those, so idk
btw i think the xp "gems" are called xp "crystals" in crawlers, since gems is its own system... but it's a bit weird since there's a mix of calling them "gems" and "crystals" in config files
@wanton plinth made pages for the other composers
[[Evelyn Lark]]
[[Keygen Church]]
[[Will Davies]]
(well, ones who composed multiple tracks within the VS OST)
oh wow this new vc icon looks clean
@hexed oasis added this
should I add a link for random pages in vs only too? (though, they're like at least 90% of the pages on the wiki, so I'm not sure if it is needed at all...)
it's a little messy if you look at the full size - i took vs's one without the letters, applied a hue overlay to change it to vc's color, then manually cut out the vc letters from the round icon and put them on it
pretty sure the main random page link is already just vs? it doesn't do namespaces other than main afaik
@hexed oasis I clicked on Special:Random like 30+ times and I got a few crawlers pages
kinda odd how Special:Random includes main namespace and apparently this custom namespace in particular 🤔
ah, it's all namespaces defined as 'content' namespaces
probably explains why crawlers pages are counted in Special:Statistics like Main namespace articles as well
[[Special:NamespaceInfo]] "Pages in this namespace are considered to be 'content' pages."
just got the email confirmation of the book's delay from amazon, wonder why it keeps getting delayed
no idea unfortunately
probably paul davies is busy with other stuff? more lore is being included? maybe issues with publishing? we don't know
If possible, there should be a way to make searches on crawlers pages to redirect to the crawlers thing (like searching antonio while on a vs page goes to vs antonio while searching him on a vc page goes to crawlers antonio)
you can put this in your [[Special:MyPage/common.js]]:
$(function() {
if (mw.config.get('wgNamespaceNumber') === 10002) {
$('#searchInput').val('Crawlers:');
}
});
it'll prefill Crawlers: prefix into the search box when you're on crawlers pages
i'm running jwb across crawlers update history sections, any that aren't actually released in the demo will need to have the bot's edit reverted
vc card infobox supports evos now, and listing an evo group on the secondary cards in evos
yeah, which is why I added to the update history sections for cards that I did encounter in vc
gem infobox styles done 👏
(well almost... i do want to try to get the diagonal rarity banner in the corner of the image, but that'll take some time)
that's so cool! good work on it!!
the image on the bottom section was a bit tricky, since it needed to be vertically tilable, so i has to mess around a bit in photoshop with the bottom of this extracted card texture to try to clean up the line between the top and bottom when it gets tiled
so if we add more rows into the infobox, the image should tile fairly cleanly
Huh, there's an arrow in there which gets cut off and is just a triangle.
For positioning reference, maybe.
That's wild.
i wonder if there will ever be a case where you're able to unlock/have/play a character card but not have that character unlocked/available to select in the inn - like would there ever be separate unlocks for the card and the character... could get a little messy trying to describe that on the wiki if so
you can enable a custom cursor (specificly on vc pages) with the gear button in the top right now
@wintry delta since you recently suggested this
a wild Big coin Bag spawned in the grass, will you: battle, capture with a pokeball or escape.
I like starting w/ the first stage of evo lines personally, I'm going to find & catch a coin purse instead
@regal flame whenever you get a chance, have a look at [[Crawlers:Cards]] and [[Crawlers:Power Ups]] for the missing sprite images - it'd be nice to grab those from vc assets even if they're the same as vs
||I would escape, a wild big coin bag appearing from nowhere without a reason could surely bring big problems. ||
@regal flame vc powerup sprites are missing too: {{VC Powerup Nav}}
@regal flame wrong mana sprite, it should be this one https://cdn.imgchest.com/files/dbbadcd06b97.png
thanks for getting all of them 
I think I got the remaining the Crawlers category pages created and categorized
Since some of them were wanted and uncategorized
if anyone wants to organize these into subsections for deaths, attacks, etc. i've got antonio's voice lines added [[Crawlers:Antonio]]
i'm assuming these in the filenames correlate to where the lines are used, but we'll have to figure out what they stand for:
CB, DB, EB, EG, ES, PB, PG, RB, RG, TG
so whatever those stand for should probably be the subsection names ¯_(ツ)_/¯
alright that's all the voice files uploaded for demo characters
The entry on the wiki to unlock Toastie is inaccurate. I can't figure out how to edit it, so if someone could do it and remove this?
"The player must have used the spell that unlocks Exdash Exiviiq, and otherwise cannot be done if it was unlocked from picking up a Little Clover."
Toastie can in fact be unlocked by uppercutting a Reaper and will appear in the corner if you unlocked Exdash by luck through collecting Little Clovers.
I was determined to unlock Exdash legit on this file and finally did at 1228 clovers. I then went on to unlock Toastie and Smith, through uppercutting a Reaper in Dairy Plant and then spam spam spam humbug. Also have videos of unlocking both Exdash and Toastie through luck and down+confirm.
So the info that Exdash NEEDS to be unlocked with a code to legit unlock Toastie has been proven false.
I fixed it
since someone blanked the table earlier, figured it was a good time for me to finally get around to updating the weapon pool weights on [[level up]]
added it to my previous stage waves generator as a separate script https://github.com/Californ1a/VSW-Wiki-Gen
also btw @regal flame you've got an extra trailing comma in the otc weapons json, making it an invalid json - https://github.com/Dezzelshipc/VampireSurvivorsFiles/blob/main/Data/Ode to Castlevania/Weapon.json#L4914
here's all the weights, separated by dlc and an overall total https://cdn.imgchest.com/files/9051854a9fe3.png
this should be working now [[MediaWiki:Gadget-editCrawlersTitle.js]]
idk if it really needed to be its own whole separate gadget, probably could have just tacked it onto the one that updates the main page links, but whatever... as a separate gadget i can set it so it doesn't even load that js file at all when it's not on an ?action=edit page in the crawlers ns
@wanton plinth
why_js_doesnt_have_math_seed_good_lord have fun with that... there are some external libraries you could use...
mw.loader.load('//cdnjs.cloudflare.com/ajax/libs/seedrandom/3.0.5/seedrandom.min.js');
https://github.com/davidbau/seedrandom#script-tag-usage
tho usually if you're just trying to get random stuff, the regular math.random() is already seeded in js's backend so you don't have to mess with it
the only time you'd really need to make your own seed like that is when you're going to provide the same seed and need the same output from random, which you probably don't
oh yeah the idea is to be the one character for each day, until i add a sort of infinite mode at some point
so i looked at the highlight template but it used lua so
you could just load the one from the daily highlight template if you're just wanting one each day
wouldnt that mean the response would be also in the main page?
the idea is to guess the character
ah
then i guess you might need the seed to give predictable random, so ignore me and use your custom function 😛 or load that external library
i actually had a js implemention of the daily highlight i made first before the lua one...
might still have it laying around
i should probably make a generic bucket fetch function as part of the vsw-util gadget at some point
uhm, am i missing something?
oh woops, i was actually loading the script from my local dev environment so i didn't have to have that line - i just added it for the gist, but i guess you can't then directly on loader... it should be
$.when(w.loader.load('//cdnjs.cloudflare.com/ajax/libs/seedrandom/3.0.5/seedrandom.min.js')).then(() => main);
it doesnt seem to be running the then function
okay this works...
mw.loader.getScript('//cdnjs.cloudflare.com/ajax/libs/seedrandom/3.0.5/seedrandom.min.js').then(() => {
const rng = Math.seedrandom(55555);
}, (error) => {
mw.log.error(error.message);
});
i got it to work by simply loading without the .then
yea that "works", but you'll hit a race condition sometimes doing it like that without a then() - if it takes too long to load, the rest of your code is still running while it's loading and if it hits wherever in your code tries to do Math.seedrandom before it finishes loading, it'll error
just know that whenever a character is added, your characters array size will change and your random index will be a different character, turning all old entries into different ones 😛
const chars = character_skins_bucket_data.filter((skin)=>skin.is_default)
ez
it is returning an empty array
maybe has to do with true returning "" instead of true?
do you have is_default selected in the character infobox bucket?
yeah
it is even calling all the buckets but the characters array is not being logged to the console for some reason
nvm it is
oh that's weird that bucket is returning an empty string for true boolean values and undefined for false
so instead it should be...
const chars = character_skins_bucket_data.filter((skin)=>skin.is_default==='')
yeah that is true for all the booleans from all buckets in my case so far
its quite annoying
wonder if that's intentional
@fair grove bucket queries via api return an empty string in the json for true booleans and undefined for false - is that supposed to be happening?
btw if you're doing separate stuff, you can split your js up into separate pages for each thing - you can have js subpages anywhere in your userspace you want, you just have to load them into your common.js:
mw.loader.load(mw.util.getUrl('User:Lovenus/somejspage.js', {action: 'raw', ctype: 'text/javascript'}));
mw.loader.load(mw.util.getUrl('User:Lovenus/some/js/page.js', {action: 'raw', ctype: 'text/javascript'}));
That's how they are in files. But now I removed commas, but left comments in files. (4 regex subs doing their job well)
@fair grove hey there, while you're here, would it be okay if C can be an alias for the Crawlers namespace, please? Thank you
can you send a message to [[Special:Contact]]? (you know the link lol)
sure!
that way it gets tracked on our end, cause I don't actually know how to add an alias myself
ok done!
honestly, I thought you did, but np
holy deletion
cleaning up redundant legacy code be like lol
Oh right - formatversion=2, forgot about that, it defaults to 1 when not provided which does the empty string for bools things
wtf thats so stupid
yup
@wanton plinth where you’re doing your bucket queries, add formatversion: 2 and that'll make the booleans correct
yea worked, nice
well that's concerning https://en.wikipedia.org/wiki/Wikipedia:Archive.today_guidance
@wise crown
where the info's been updated or changed since, people are archiving links to archivetoday, literally archive-ception
i guess i'll take some time going through all the Updates/ pages and re-archiving them on archive.org instead sometime later, probably for the best anyway, get them all organized in my IA account
for the book date changes, i guess we'll have to archiveception those or just leave them
Thanks for the tip
I've heard of the news, but I forgot that you used archive.today on the wiki
starting to change some of those reminded me why i didn't like using archive.org... it's so slow, and on steam news pages it doesn't get the sidebar, so you can't see the date the post was made... so i guess we're using meglodon
(apparently rsw is developing their own archiver, specifically for rs sites https://reldo.runescape.wiki/)
rsw being the leading tech hub of the world of wikis (excluding wikipedia), as usual
all the music's up now, listed in [[Template:CrawlersMusicNav]]
@wise crowni just noticed, you might need to redo the megladon archives you updated - they're all going to https://steamcommunity.com/games/3265700/announcements, missing the /detail/<id> part of the url, think you may have archived the wrong link
I think I got them all now, ez
regex link, so it doesn't show archive.org... https://vampire.survivors.wiki/?search=insource%3A%2Farchive\.(is|ph|today)%2F&title=Special%3ASearch&profile=default&fulltext=1
I just "mentally" exclude archive.org from my search results
but yeah, this works too
hm, meglodon doesn't really play nice with youtube embeds
https://archive.is/Qtz6j vs https://megalodon.jp/2026-0304-2011-20/https://steamcommunity.com:443/games/1794680/announcements/detail/3401926123936257687
looks like a blurry jpg lol
and it duplicates the same one cut off right under it instead of the actual second video thumbnail
should we try https://ghostarchive.org/ for update posts with yt embeds? wikipedia recommends it as an alternative as well
ghost just felt like it was too formal to me - it says for scholarly or research purposes - but i guess it's worth a short
nvm, honestly, it seems like it's pretty slow
been like a whole minute
at least
and it is still loading
let's stick with megalodon
could also just be ghost is bogged down with all of wikipedia trying to swap their archives
mine finished loading but uh... https://cdn.imgchest.com/files/661173ad2b15.png
so it doesn't load images and lazy-loaded elements?
very useful
/s
seems like it didn't load the js steam uses to load the news posts - they're written in markdown, hidden embedded into the html, and converted client-side
or technically bbcode not markdown but whatever
yeah
here's mine if you're curious: https://ghostarchive.org/archive/OgFxf
images, js, and even yt embeds did load
that one turned out alright
maybe I waited a bit too long, since my browser did not autorefresh
but it was indeed slow
maybe i'll try ghost first for new updates going forward, but this mass migrate of old ones would just take so long
Eh, don't think it's worth it
meglodon will take a bit too anyway, i'm nearing the 60 cap for the day https://cdn.imgchest.com/files/d033e54f938f.png
Use VPN or another browser
nah i'll play by their rate limits, good free service
Fair
well that's me done for the day https://cdn.imgchest.com/files/32970ce2d4f3.png
I'ma do the remaining ones
alright - if you do the refs on the book, you might need to archive the existing archive links, so they have the old release dates in them
alr
bruh

and this captcha doesn't even work 🤣
I guess I'll keep them as they are for now, but I did change the latest archive link though
but otherwise, I did the rest of the archive links
No, the game displays it as +100% duration (100 ms) and the 5000 is the 5.0 second duration cap for that weapon
-# fyi: dark lord soma rework just dropped on main branch so its probably time to update the wiki to reflect that
interesting how google picks up phieraggi in vc on the official wiki first before its vs entry on the official wiki 🤔
google can be weird sometimes
I find it kinda hilarious how vs(w) results come before saga in general lol
it's like as if she's more famous for being in vs lol
@hexed oasis dunno if this might be of concern for you, but just wanted to share this
Surely, poe the best poster boy for any collab to make them more famous 
Funnily enough, Poe did interact with Ameya Aisling once
Many people started Castlevania after playing OTC in VS
Poe's aura being in VS is enough, a true GOAT.
I actually don't have an account on any wp wikis... their username policy is too restrictive
should i give soma's new souls their own page? i assume so, yeah?
or just detail their effects on the main page
they're called tactical souls in castlevania if you want to make them a page
the red ones are bullet souls, the blue ones are gardian souls and the yellow ones are enchantment souls
tangential, need sprites and stuff for the new icon in char select and souls
whenever @regal flame has time - dark lord soma character select img needs updating
There you go.
Literally just took the Dark Lord Soma picture, overlapped it with the Candybox selector version and cut out the part with the ebony diabologue so it shows the Candybox.
[[File:Select-Dark Lord Soma Cruz.png]] hit "upload a new version of this file" at the bottom of file history
Huh, didn't know that was a thing.
In any case, the image has been updated with the one above.
it's only there once you've had an account and made a couple edits - new accounts can only upload new files, and after you make a couple edits you get put into the autoconfirmed group that is able to overwrite existing files
so lets be clear, revivals has effect on grand cross or not?
its meant to but its bugged(?)
i've removed grand cross from the revival page - it looks like there's not even any code referencing revivals in that weapon at all... area, amount, and cooldown are the only ones i'm seeing in grand cross
I see, thanks!
Just wanna let everyone know that my country is currently at war, but don't worry, I currently live in a safe area
Yea, grand cross is kinda fucked.
No code referencing revivals but the collection says it’s best with revivals…
the closest thing i can think of for that is it unionizes with the evolved starting weapon of the base game revival character (who does not have the most revivals in the base game)
(a bit important if anybody is concerned of my safety btw, in case if u didn't see this)
@hexed oasis two questions:
- where do you think we should put the number of coins gained per completely a floor in a dungeon? should it be in an infobox and/or in the lede section?
- do we have any idea what the levatee darkasso is internally called in vc, in case if it has a different name? it's not exactly an enemy, but it has its own minigame where we mash our cards to gain crystals. even then, should we make a page about the "Mash" minigame or the Levatee Darkasso?
all the game data call it "goblin" event, and as for coins per floor, that doesn't seem to be a set amount in the dungeon config, so idk where it's getting calculated - it might be dynamic with no set base value
alr
and as for coins per floor, that doesn't seem to be a set amount in the dungeon config, so idk where it's getting calculated - it might be dynamic with no set base value
weird 🤔
every time I complete a floor and dig to the next one, i would gain 100 coins in mad forest and 150 coins in inlaid library
kinda odd that those aren't listed in the dungeon config
oh wait i think i found it, there's a "BonusCoins" int, but i can't find the values
okay i found where it is, it's actually configured individually per floor of the dungeon
I see
each of these individually have a floor coin bonus (and enemy health multiplier) https://cdn.imgchest.com/files/57e3cfb543f5.png
so if we're gonna put that in the infobox, there's two ways i can think of - either just have a "bonuscoins" param that takes in a list of them in order (eg "100, 100, 100, 100") and just puts that into a single row, or have separate params for each floor "floor1coins" "floor2coins" etc. that lists them in individual rows
and then with each of the stages of the dungeon as infobox versions, those params would end up looking like either "bonuscoins1" (mad forest) "bonuscoins2" (furious forest) etc, or "floor1coins1" "floor2coins1" (mad forest) "floor1coins2" "floor2coins2" (furious forest)
dumping it all into one row seems a bit better... but we don't know if any dungeons are going to be huge... if a dungeon has something like 1t floors or whatever, it'd be a bit difficult to tell which bonus if for which floor
but the individual params is kinda messy in source and probably makes the infobox a bit big so idk
maybe we just do it in the page content, tho then it won't be in bucket if that's ever needed
tbh I think this is a better idea
even if it won't be in bucket
yea
don't think that info would be needed for bucket anyway tbh
any kind of gold calculator might need it
finally got around to cleaning up that switch statement mess
https://vampire.survivors.wiki/index.php?title=Template:Map_event&curid=880&diff=78325&oldid=34680
been wanting to do that for at least a year now, and converting [[Module:EnemyStatbox]] to pull from bucket instead of parsing enemy page content gave me an easy way to finally do it
@hexed oasis the lowercase links in you redirect maintenance page are all supposed to become redirects?
i might go through some of them eventually
no definitely not all of them, especially not ones with stuff like hyphens in them or that would be unlikely to be searched (anything long) - it's mainly just to make sure the bot in here works when you put something in all lowercase like [[antonio belpaese]] since normally without manually making that as a redirect page, the bot in here won't find the page unless you did it like [[antonio Belpaese]] (all words after the first one would have to have a capital letter, the first one is done automatically)
on-wiki though, searching in all lowercase works fine without the redirects, it's just the bot in here that doesn't
i see
at some point we still need to get a proper [[Project:Maintenance]] set up listing all the stuff that needs doing
I'll see if I could do it
Also, pretty crazy how our we're gonna have our 1st year anniversary of the wiki's fork in a few days
@wanton plinth
considering it doesnt have a bestiary entry, it could be merged to the regular version
yes, all those weird enemy pages that separated out variants into their own pages should definitely just be merged into the main enemy's page
i assume this is leftovers from the old wiki, was finding it strange how inconsistently variants were being considered the same page or not
yup, from long before i started editing so idk what all the conventions where but we do still have a lot of leftover "enemy names are not official" type of stuff that really should be cleaned up in some way, as well as all the old sprites (not just enemy sprites, but mostly enemy sprites) that are upscaled or have a ton of padding added in the images themselves, making scaling them on the wiki itself massively inconsistent
Simondo Belmont
Here's something I've never seen mentioned.
It's said he's in the boss room of the city in the Contra stage.
Last line of his bestiary entry reads "but his true loves are singing, eating, and Konami games."
It's true he is in the boss room after minute 20, and he remains there until you aggro him.
But avoid the city completely from minute 15 to 30.
It seems if you have Tirajisu in your inventory, he will actively seek you out. Just hanging out in the starting area, he tends to catch up to you near Trouser between minute 31 and 32. This can be seen on Endless Mode.
I'm trying to keep my Simondo kills to 1 or the lowest possible kill amount (and all bosses where I can do so, the ones you need to aggro/trigger manually, on this file)
Witnessed this behavior with Lucia, the only Contra character I've taken Tirajisu with for her weapon. And I've witnessed it on multiple occasions of him seeking me out at the start, casually walking into frame and getting himself killed. 3 times in a row now. Bill, Lance, and Ariana were not being stalked without aggroing him. So I believe it might be a little Easter egg to help you find him. If you carry food, he will find you. Otherwise he just sits in the boss room.
intresting...
Yeah. Only reason I discovered this was trying to keep my optional boss kills at the minimum amount.
cause yeah once you kill them even once they dont even show up at all
He moves slow. But he is stalking Lucia. Tirajisu (and of course her starting weapon) is the only thing different on her that the first 3 Contra characters lacked. And 3x in a row where I've had to reload to keep that kill count at 1, seems like too much of a coincidence.
I even just sat there at the start with Porta and Game Killer on Endless and at Minute 35, I went to go check on Simondo. He was just sitting in the boss room waiting for me to aggro him.
So I think he's hungry.
I can try putting Tirajisu on Porta and wait and see if he comes just to test more and see if that's what he's after.
if you find anything defintiely feel free to just edit [[Simondo Belmont (enemy)]]
I waited until minute 35. I didn't see Simondo, because he got smited by lightning the second he came on screen, but my simondo kill count is increased by +1.
Contrary to when I did not have Tirajisu on Porta (but still had the lightning ring and duplicator) and went to find Simondo chilling in the boss room still after minute 35.
So it seems he does seek you out if you have it, even if you just hang out by Trouser.
looking at the code, there doesn't seem to be a special case for anything like that, and in fact, simondo doesn't have any custom enemy code at all unless i'm just not finding it - the only thing i see is a different delay before he spawns depending on if you have killed him before or not
300000ms (5min) delay if you haven't killed him before, and 1200000ms (20min) delay if you have
There he is in the upper right corner. Tirajisu is in my inventory. I was in and out of the city by minute 15 (before he spawns) to pick up all the items and have been hanging out with Trouser since. He found me over there.
The other characters while not having Tirajisu didn't deal with him after minute 30 next to Trouser.
Hence the only +1 kill count on him.
But I've gone and visited him at minute 35 with Porta in the boss room without Tirajisu. That's how I came to the conclusion he finds you if you have it.
I could be wrong about all this and it's just coincidence.
What's this "delay"?
just seems to be an amount of time after loading the stage before it spawns him
And he should just sit in the boss room until you aggro him, right?
that part i'm not sure of - technically if he is an enemy with no extra custom code then he'll get the closest player's position and start pathing toward them
Or until you're in the city area and alert him
I can try to get a video of visiting him in the boss room without Tirajisu after minute 30 and he's still just chilling out in there.
I know this whole things pointless. Just thought I might have discovered something that's undiscovered.
i think you did
I'm going to do a Porta run with game killer and no Tirajisu again, hanging out next to Trouser, and see if he's again just sitting in the boss room after minute 30 instead of seeking me out.
it might be that you're outside the max range it searches for the nearest player when it initially spawns in, so it doesn't start moving yet?
But i can hang out with Trouser before he spawns in and he will find me with that 1 item in my inventory.
That's how this was discovered. I'm done getting the items and back with Trouser before minute 15. Simondo spawns in around minute 21. If I have Tirajisu he will come to me at Trouser. Without Tirajisu he seems to just hang out in the boss room if I'm still by Trouser.
It's minute 33 and I still haven't seen him near Trouser, unless he got smited off screen. I'm going to go check on him now. No Tirajisu.
He was not in the boss room this time. I think he came to me and got smited off screen. But I did see him in there after minute 35 prior with this exact same Porta setup.
Maybe it really is just coincidence that sometimes he comes to me at Trouser and it's usually with Tirajisu. And usually doesn't without Tirajisu.
That's how I've kept his kill count at 1.
His kill count is still 1 so he didn't get smited in there.
Another theory. Is it possible that after Big Fuzz spawns, Simondo Belmont tries to seek you out if you haven't yet killed him or aggroed him and starts wandering? And he may find you in the next 3 to 5 minutes if you're on the far side of the map? (Unless for some reason he gets stuck and refuses to leave the room)
tbh i think he's probably just getting stuck trying to path out of the room... there's no code anywhere about him not moving after spawning - nothing in big fuzz's code refers to simondo either
It could be a coincidence that the characters without Tirajisu hanging out with Trouser just never encounter him because he got lost on the way. And my 4x Lucia runs with Tirajisu and the Tirajisu run with Porta he did find me on all of those. Should have played the lotto with those odds.
So he should start wandering as soon as he spawns.
@hexed oasis unrelated, but since you can look into the code, I'm wondering if you can pinpoint something for me. I started taking videos every time this happens.
Rarely after a run, the touchpad on an official Playstation controller will function to scroll a section of the screen. I've seen it scroll the characters, the stage clear checklist next to the characters, and the bestiary. Where it happens seems random. And if I leave the screen and come back, the scroll function on the touchpad is lost. But the the fact that it happens at all through a bug means the function has to be there in the code and it's just not supposed to be accessible. I want to know how to trigger it at will and control what part of the screen it scrolls. When it happens, it's such a useful feature. But it seems to be a remnant of the mobile version leaking through in error on console.
#1469244123767771227 message
i've got no idea where i'd even look for something like that, probably best just leave it to poncle, but if you want to have a look yourself you can dm me and i can help you set that up
I'm surprised the Playstation version touchpad scrolling isn't standard.
You can see in the first video I posted there that Arca (a left most character) is highlighted. If I wanted to scroll the stage clear checklist, I'd technically need to have a right most character highlighted to get the cursor over there and then the arrows should appear.
But when it happens in that area, I'm able to go through the characters with the dpad or joystick and scroll the stage clear checklist with the touchpad independently.
It's not so useful if it happens on the actual character section or the bestiary, because when you scroll, the cursor of what is highlighted doesn't track and move with the scroll, so the moment you touch the dpad or joystick, it snaps back to where the cursor was.
But it's nice on the clear checklist, because you can quickly see who has cleared what stage.
I wouldn't have any idea what to look for either
The only thing consistent about it, is it's only ever happened after finishing a run, usually a laggy one and no idea when or where it will activate, other than it will be the next screen I go to after the title screen, "if" it decides to happen.
just from digging around a bit, if i had to guess, it's probably got something to do with that particular panel not being "selected" - there's a bit that's checking if a mouse cursor is hovering over a particular scrollable panel before it becomes "active" as scrollable
That would make sense.
So the game mistakingly thinks there is a mouse highlighting a certain section on the screen and let's me scroll it until I exit and re-enter that screen.
well it's probably just treating the touchpad as a mouse scrollwheel since there doesn't seem to be any explicit added support for getting touchpad touch positioning, and that's probably the default behaviour
And thy Playstation touchpad can function like a mouse on certain games. It's just not supposed to in this game.
Not on the console ports anyway
You are right about Simondo. Today he keeps wandering to me and getting himself killed, with or without Tirajisu. So the times he doesn't, it's just him getting stuck. He got stuck an awful lot yesterday.
I think i even figured out the reason. For clearing the Contra stage with each character, I'm only using Contra weapons, plus the 4 base weapons that are available in the Contra Adventure.
He wasn't getting himself killed originally, because i had less weapons available to me, so less going on. Meaning phasing through walls wasn't typically a thing. Thus he was getting stuck with his pathing.
As more characters and weapons were unlocked, there's more going on by the end of the run, so phasing through walls became possible. Nothing Simondo can get stuck on now and he's able to come straight to me instead of needing to go around the environment.
yeah that sounds like it's probably what was happening
im SURE those arent the only instances of the vam sur kissing pic but when i looked up on twitter the only thing i could find is the one with two point museum (another) and the one with landfall games
i swear i've seen more but i definitely need help finding them
Sweet, feel free to add them
I only knew about these 2 instances that I wrote tbh, never seen the others
https://browse.library.kiwix.org/#lang=eng&q=vampire
You can now download the VS Wiki and be able to read it offline
I just checked, there is: 2 balatro ones, one with jimbo and the other one with the guy who dressed as jimbo for some trailers, one with the lamb from cult of the lamb, a dish washer, 2 Ball x Pit ones, one with one of the playable characters and the other with a ball, 2 two point museum ones: one with a snack from the game and the other with an old man from the game (I don't remember his name), the jimbo one but with bing bong from Peak, and the last one with the ironclad from slay the spire.
oh wow, that's more than I thought
most of these games have non-fandom wikis :p
except cotl and two point museum
and it seems there is another one, but I didn't saw it through the twitter gallery
in addition to all of these, there is one where The directer is kissing the Guinigi tower, as celebration for finishing the ARG
we've got dynamic charts now https://cdn.imgchest.com/files/8df35765a334.png
[[Level up]]
might be an interesting thing to play with for crawlers attack card damage - have some inputs for might %, amount, etc. and output a chart showing the damage at different card combos
i'll have to work on getting the docs ported over later but they're here https://runescape.wiki/w/Module:Chart_data
that's so cool
would be nice to have locally set min and max lvl variables tied to the chart, but other than that, it's a good first step
you technically can, using [[Template:Form calculator]] to create input fields, and use those inputs as the variables to generate the chart
i could have tied it to the inputs already in the xp calc, but i figured most people would be using that just for getting 1 level's xp diff, rather than a wide range
alright, now you can get a chart with your inputs to the xp calc
sweet
@hexed oasis quick question: do you think a video like [[Vampire Survivors is OUT NOW on Epic Games Store]] should count as an "Announcement" or a "Trailer" for its category?
and what about videos like [[Vampire_Survivors:Ante_Chamber-Free_Balatro_Collab-_OUT_NOW]]?
first one announcement probably, second trailer
it's not super important, the category is mainly so similar video types get grouped together when you sort the main table by that column
Yeah, that's what I thought, makes the most sense to me
True, not like the field includes a subcategory anyway
done with filling in the "Category" field in every single video page, will fill in the "Subject" on all of the pages tomorrow
doing this right now
might take 1-2 hours
I have like at least 200+ tabs open on each of the video pages and my laptop ain't lagging one bit
it's amazing how lightweight weird gloop-hosted wikis are
i finally took some time to figure out running dezz's tool, so i've been cross-referencing enemy sprite filenames with their ids to get the different variants stats... also newer version of python are a bit annoying with the virtual environment stuff
previously i just had python 3.9 directly installed, but his tool needed 3.11 and now there's a version manager and virtual environments, was a bit of a pain to set up
do we have any confirmation that the top secrets in the 2023 chaos roadmap was the darkasso?
cause it was removed for the 2024 one, where darkasso was added in
yes I'm pretty sure we do
added a table of additions to the [[Roadmap]]
its missing the ones we dont have the sprite yet
finally done with this btw (@hexed oasis, since you wanted to see these filled in)
isn't honey moon space 54
yes, it was
oh
Wouldn't it make more sense to divide them by DLCs since Operation Guns has 2 stages?
https://vampire.survivors.wiki/w/Template:DLC_Enemies
foscari lists both stages in there
i guess technically the "best" way of doing it would be having separate navboxes for each stage, and then include all the navboxes for enemies that are in multiple stages
that way you can list the same enemy multiple times, but still only once per navbox
if you want to make per-stage enemy navboxes, go for it, probably name them something like [[Template:Mad Forest Enemies]]
could have navbox groups for bestiary and unlisted, too, if there are any unlisted in that stage
it seems some enemy variants have merged killcount internally 🤔
also happens on og merman for example
oh they have the same id but separate bucket entries
og merman was my mistake on the id, typo, but idk which bullets those are - you'd have to check on their pages... sometimes multiple different enemies fire the same bullet id, but then the bullet gets listed on each of those enemies' pages so it'll appear multiple times in bucket even if it's just one id
yeah that is the case
they could be kept with the same name i'd say (the bullets)
i 'think' its the only thing separating them in my implementation
but that might sum their kill count hmmm
yea you can figure out when they're separate from the page name field being different
idk how the actual kill count amounts are stored in the save for bullet types, whether it's separate per enemy or all just summed together for all enemies that fire that bullet id
its all id based so should be all the bullets together
i just had to group with the first id instead of the name while skipping duplicates
shouldn't cause misses
@hexed oasis slink typos/missing pages are now turning into this instead of red links it seems
i was going to mention it also duplicated slink names earlier for the save reader but it was an easy fix
or where?
normally it would turn into a red link
but it didnt break the template because the dlc badge worked
that's because } does not work in page titles
it's part of template and template parameter markups
which is why it behaved differently
(seemingly)
see this for example: https://vampire.survivors.wiki/w/Tides_of_the_Foscari}
ah i see
there are also some other invalid characters like square brackets aka [ ] and pipes aka |
also, iirc, hashtags as well? but those are used for linking sections
e.g. [[Toastie#Unlocking]]
yea... technically i could urlencode the input name, but then you couldn't use # for section links since it would encode it
it's also just not needed
and while you technically can check if a page exists in lua, so i could just spit out an error if you try to link to a nonexistant page, it's expensive/slow and generally best avoided, especially in high-use modules like that one
foscari has almost as many enemies as the base game alone
well up to that point at least
about gallo tower + dairy plant + half library or mad forest
there's 70 if you include capella magna and the reapers
oh wow it felt like way less
if we also count the other 1.0 stages (bone zone, molise, green acres, boss rash, moongolow, eudaimonia m.), it's 104
Do we not know who composed this song?
https://vampire.survivors.wiki/w/Crazy_Escape
The game credits have some Lorenzo Floro as a composer
Could it be him?
no idea, possibly
Shazam has no clue, funnily enough
all the empty release dates on crawlers pages have been updated now
will still have to add the update name once there's an actual release news post on that day
for good measure i went ahead and added update history lines for full release to all the current demo stuff too, so that'll also be a simple regex replace across them all once there's a news post that day
created [[c:Version history]]
cards are ordered by cost then name
dungeons may be ordered by difficulty
gems are ordered by rarity then name
enemies are ordered by hp
relics could be ordered relative to the dungeon they belong
(everything ordered ascending)
nice - there are the individual card type pages if you want to link those instead of the overall cards page btw, [[c:characters]], [[c:attack cards]], etc.
oh
also for the enemy names, idk if they'll be the same as in vs, so some of those like pipeestrello or sig.ra rossi might be wrong... i haven't been able to extract any language files so i just have ids... unless we get a bestiary in-game for the full release, idk what we'll be doing with enemy pages
i went with vs names because i think its very unlikely they will be renamed and they are/have direct sprite updates as stated in one of the steam posts
and the ids are mostly matching, bat in vs is pipeestrello and red shade is sig.ra rossi
it's interesting tho because they're theoretically implementing vc from the ground up, so they could have just as easily set the ids to actually match the names they're going to use in vc, rather than using outdated vs ids
the weiredest one is dust elemental/mudman/ghoul...
and they did for cards at least
like bloody tear is not vampirica in vc
oh yeah now that you mentioned
that one leads me to believe they're using ids unique to vc, and they're going to have different enemy names in vc from vs, since they're using "mudman" id for vs's "dust elemental" sprite ("mud" id), and vc's "ghoul" is vs's "mudman" id
so stuff like pipeestrello might just actually be called "bat" in vc ¯_(ツ)_/¯
i might have found a bug digging through enemy types... the EnemyConfig_Zombie_Elite doesn't actually have the Elite enemytype in its config, just Zombie, so presumably killing it won't increase your EnemyType_Elite_Killed metric
Doesn't this one despawn at 19:00?
https://vampire.survivors.wiki/w/Chaos_Malachite
It spawned very far from me too
looks like at minute 18, it starts a 2s timer, after which it checks if you've already collected it - if not, it spawns it and starts a 60s timer, after which it despawns the pickup if it exists
so it spawns at 18:02 and despawns at 19:02
@hexed oasis would it be possible to extract sounds that enemies make when attacking you in vc?
yea, already have them, but it's quite a bit to sift through
alr np
Poe wants to eat Julius Belmont 
Why does it say magi-stone is a moonspell weapon on the daily highlight?
That's odd, I can't seem to find the cause for this either
It's because dlc param in the infobox is an empty string instead of null/not existing... don't fix it on magi stone page yet, I should make a fix for that in the lua module so it stores null instead of an empty string when an empty string is provided
that's fixed now
Oh yeah, btw, thx Cali and Lovenus for documenting the OST re-release and the new track
I would've done it myself, but I'm getting my laptop repaired now, and I'll have to wait for probably 1.5 more days until it gets fixed and returned
(Not that it's impossible to edit on mobile, just inherently less dexterous than on PC)
Anyways, should we make Volume 2 a redirect to [[Side B]] and [[Mamma Meeo]] part of the OST?
no, side b is the in-game album, which is separate from the volume 2 soundtrack
I know, my question was more so about if we want to make them one page or two
ah, well we don't have a separate page for the original soundtrack, so i'd probably say instead to rename the dlc section on the music page to soundtrack, and put info about both the dlc original soundtrack and volume 2 there
Gotta wait another day 😭
No rush
got my laptop back 😎
@hexed oasis do you think I should remove this external link from The Reaper page?
no, why?
I think it would make more sense if the wikipedia link was more so discussing the exact subject, rather than what it is based on
none of the wikipedia links will be about the exact subject, that's why we have separate wikis instead of writing pages on wikipedia to begin with tho... the wp external is about the more general concept of the thing, like zombie or mummy, linking grim reaper wp on the reaper's page is the same thing
I know
but I was thinking, where would we draw the line between linking to wikipedia articles and not doing so? 🤔
would, for example, tirajisu/tiramisu warrant linking to its wikipedia counterpart?
like rs's article on death (their "reaper" character) has a wp external for "death (personification)" https://runescape.wiki/w/Death
we could probably add wikipedia links for stuff that are based on italian foods and items
if there's an english wp article sharing a similar name as them, then sure... wouldn't really go so far as to link italian wp tho
indeed
speaking of the external template...
do you think it should support linking to wikis of games/IPs that collabed with VS?
fandom wikis no, others possibly... since it is the very first thing on the page, there is a bit of an seo concern
the main thing tho is that it primarily works based on interwiki links, which we don't have for other wikis, tho the js gadget could easily replace a "fake" interwiki link with a separate full link, similar to what it's doing with wp
yeah
new beta things for the Wiki 
considering doing this...
body:not(.show-beta-content) .messagebox.notice.beta ~ * {
filter: blur(5px);
pointer-events: none;
}
then everything on pages with the beta content banner gets blurred if the toggle is off... but maybe that'd get annoying if someone doesn't want to see beta content on non-beta pages, but still would like to read beta content on beta pages
I think the most pragmatic approach is to keep it as it is without blurring the content
yea
I'd imagine if someone is searching for a specific page of a beta character or item, they already know about it in the first place and would like to know more
Indeed annoying to see It blurred.
Just adding a sign with good visibility on the top saying that is beta content It would be enough to mention to the user that is in beta
yea, that's what there already is
Sth simpler could be understood faster but not really needed.
How come this Eric's track isn't mentioned anywhere?
https://www.youtube.com/watch?v=0aSY6dJu6q0
The Name of The Game - Castlevania: Bloodlins &
(Castlevania - The New Generation)
Audio Track - Pressure (Invincibility)
The Name of The Console: System - Sega Genesis / Sega Megadrive
Playlist URL: https://www.youtube.com/watch?v=oE9WAeABrU0&list=PLrub1Qf6oJvP6WzRg6aS3dxNi5sD-TD0n
Quality - OST HD
is it in the game?
Yeah, during his HP-Critical skill
feel free to make a page for it then - there's a link in the sidebar to add a new page, once you hit that and put in the name, there will be a red music track button you can hit to preload all the basic info onto the page for a music track
Yeah, I know, thought maybe there was a reason
nah, probably just because it isn't listed in any of the in-game ost's, so we just didn't make a page for it yet, but it's definitely fine to
Done
Is there any reason this isn't just "Mysterious Curse"? Some internal ID?
https://vampire.survivors.wiki/w/Mysterious_Curse_(Password)
i made that page a while ago so i can't quite remember, but i believe it was because it's technically not mysterious curse, it's a remix, so i think i wanted to distingush that
feel free to move it tho if you think it'd make more sense - just make sure to check the whatlinkshere and fix those
maybe it isn't then, idk why i added password
OK, moved it
idk - @wanton plinth ^ is that one where the bad word filter caught you and i never replaced the name?
(in the page history on creation you had "filter didnt let me insert Yamashita again")
yeah
alright, i've replaced it now
btw @wise crown not sure which update changed this, but regular admin have edit on [[Special:Interwiki]] now - don't think we really need to mess with it tho, maybe add balatro, but even that one i don't think is too necessary with how few pages we have linking to balatro stuff so idk
(i've added an exception to the bad word abusefilter so you should be able to use 'Yamashita' now, without me needing to)
Alright, thanks for letting me know
So is Nature unused or not?
https://vampire.survivors.wiki/w/Music#Unlisted_2
Music in Vampire Survivors consists of the background tracks played in each stage. Many characters also have their own exclusive music tracks.
By default, when the player visits a stage, the music track of that stage will be played. However, if the player has collected the Magic Banger and manually selected a different track instead, the selecte...
https://vampire.survivors.wiki/w/Magic_Banger?diff=next&oldid=14876
It stops the music when defeated but never plays it for some reason.
¯_(ツ)_/¯
but that was 2023, so maybe it's changed since then, idk
@brisk drum you remember anything about that? nature music track playing with avatar of gaea boss
I think it's just speculation given the codes from that time
looking at the code, killing avatar of gaea does stop the music, get the current selected bgm, and start playing that, but it doesn't change the selected bgm at all... tho it does store the current bgm in a variable that never gets used for anything when gaea's invuln timer starts, so that does kind of hint at them having wanted to change the bgm (and then restore it using the saved var), but it just doesn't
I feel like it was meant to start when gaea appears, but they forgot to put the trigger and just didn't notice in future updates
yea probably
@regal flame sorry for ping. It seems some more survarot skill icons were added in 1.15, like a 9x version of these. could you upload them please :3 im currently updating the Survarot page is why
@hexed oasis also sorry for ping. since some of the survarots are being changed on the beta (very minor/just wording, mechanics are the same) do i just put the entire new effect in {{beta|}}
I'd say yes to this
Since this specific wording is in the beta version, not the main public one
@hexed oasis do we have a template or anything alike that would replace text from the public version and replace it with the beta version if the beta toggle is turned on?
If not, it would be a good template idea 🤔
this is what i did
if im gonna do a section for the enemahs (like the list of survarots), do i put the whole thing inside of the beta shortcut
wait, how do i add a table with the beta tag
an entirely new table?
yea. im trying to add another table for the enemahs but it doesnt wanna work if i put it inside of the beta template
you can do something like this for now:
{| class="beta-content wikitable"
! a !! b
|-
| {{beta|c}} || d
|}
the beta-content class should make all of the table body cells in a faint red background color
and the beta template itself will include a red "b" note next to the item name
this is what went with for, let's say, the darkana table, except of course, not the whole table is about beta content, but rather just this row specifically
and darkana tables are automated, so how they're exactly made is a different story
if you wanna see an example of a manually made table with just one row being about a beta item, here's the most basic example: [[User:HepiChestCow/Sandbox1#table_with_some_beta_content]]
yea
what really sucks rn tho
is that 1. mac doesnt have beta and 2. steamdb, for whatever reason, doesnt let you install the public beta depot
so i cant even datamine for info like the stats for heir of fate until launch 😭
oh yeah, I agree
If you’re comfortable logging into it with your Steam account, depotdownloader allows you to download branches other than the main public one, since the Steam console command only supports the main public branch https://github.com/steamre/depotdownloader
No, since right now it's purely css based on whether the body has the show-beta-content class or not, replacing existing text with something else would be a bit tricky and probably need some extra js
also, bat dragon/drakelet sprites are needed
[[Survarocchi]] icon as well
also btw, i don't ever mind pings - but i am on artemis 2 schedule right now, so if they're sleeping i probably am too 😛 https://www.youtube.com/watch?v=8n1GGe0fUBs
https://www.nasa.gov/wp-content/uploads/2026/04/artemis-ii-tv-schedule-rev-a-1.xls
Continuous live coverage of the historic Artemis II mission, covering all events post-launch on its 10 day mission with four astronauts around the Moon.
⚡ Become a member of NASASpaceflight's channel for exclusive discord access, fast turnaround clips, and other exclusive benefits. Your support helps us continue our 24/7 coverage. ⚡
🔍 I...
(tomorrow is moon flyby)
so you're asleep when it's like late morning to afternoon for me
The wiki doesn't have the secret character unlock jingle, right?
don't think so
This template doesn't link the page [[Adventures]]
https://vampire.survivors.wiki/w/Template:StageNav
fixed
what is the point of this???????????
poncle having 2 different debuff indicators for survarots:
The icons don't look well centered
they are center, i don't see any that aren't - what you might be seeing is if any of the sprite images have extra transparent pixels in the images themselves, that'll make them appear a bit off, but the image as a whole is correct
(which in some cases, them having extra lines of transparent pixels above/below the sprite in the image may actually be correct to what's in-game)
I dunno, it looks more like it's centered around the container box
Barely any transparency here
that seems correct to me? it's the same as plink on rsw https://runescape.wiki/w/Template:Pic_link
Dunno, the container there is also smaller
yea - so maybe it's just a mediawiki thing
https://www.mediawiki.org/wiki/Help:Images
Vertical alignment option: one of baseline, sub, super, top, text-top, middle, bottom, text-bottom
Controls the vertical alignment of a non-floating inline image with the text before or after the image, and in the same block (the default vertical alignment is middle).
@hexed oasis should "hyper [stage name]" redirect to Stage Name#Hyper Mode (which leads to the section of unlocking hyper mode) or Stage Name#Hyper (which switches up to the Hyper infobox tab)?
probably #Hyper
alr
idk what i'm even trying to do at this point 
really need someone better at math stuff to come up with interesting dataviz charts, i'm just throwing stuff into formulas to see if they look neat lol
luck% slider||[if the person could write the value so the better]|| with a pizza chart representing the chances would be more visually simplier and easier to understand.
there are no sliders in mediawiki at all, just number inputs, and you have to submit inputs and redraw the whole chart, can't do dynamic inputs adjusting chart values on-the-fly without doing a whole custom js gadget just for the one chart
as for chart types, https://vampire.survivors.wiki/w/Module:Chart data#Examples - line, bar, radar, pie, doughnut, polararea, bubble, and scatter are the only ones available
for this one i'm thinking scatter with fill like that example but i've got to mess with the data to try to get rid of the secondary random values on each luck value, generate just the one end
I see them now, the pie one is called pizza in my country.
but yea pie could also make sense
the problem with pie though is that it doesn't really give you the different rand values - doing just the chest level and luck would just be luck * chance, and you would already be inputting the 3 chances (from the boss enemy's treasure config)
polararea could, but that's probably harder to understand
the random values is the big issue difficult to deal with it.
it also doesn't help that the main formula for it from the game is in reverse from the way the chart should display it...
function p.chance_fn(chances, luck, rand)
local rand1 = rand or math.random(0, 100)
local rand2 = rand or math.random(0, 100)
local rand3 = rand or math.random(0, 100)
if rand1 <= chances[1] * luck then return 3 end
if rand2 <= chances[2] * luck then return 2 end
if rand3 <= chances[3] * luck then return 1 end
return 0
end
so i've got to do some weird stuff generating a long list of luck values and run that function on every luck value to generate a reverse lookup table based on the chest level
so it end up creating dependent variables on each list to make it even more troublesome to try to come up with a visualization method... so it looks polararea would be the only way.
if you could separete each case instead of throwing all together it would looks better
possibly, but 4 separate charts is also a lot of screen space to take up, if there's a decent way to show them together
the most important are the lower values first because they indicate the most important information people would be looking for
and the person could click to show more to see the other charts
this almost works but i removed the wrong side
accumulation method makes it difficult clear to know the value on the top elements since it requires the user to make calc to know the value of those element, only the lower value is easier to get it to know it fast. || my english now coming with the sentence is awfull, forgive me ||
closer, but the fill isn't showing now ¯_(ツ)_/¯
maybe just an option to turn on-off need to be checked or unchecked
nah i've already got that
what is the area between the dull green line and the blue line?
between light green and dark blue is all the chance of getting a level 2 chest from this specific enemy (which has a 5% base chance for level 2 chest, before luck)
(& 1 is the base luck value for most characters)
I see luck heavily influence the output getting bigger in both level 2 and level 3 chest in this chart
to a degree, yes, though also note the luck scale on this chart is logrithmic (very small values at the bottom, with a small step between them, and very large values at the top, with large steps between them) - 1 is 100% luck (base), and 5 is 500%, anything under 1 is if you have a -luck, like [[malevolent door spirit]]
making it linear looks like this
the previous one was a lot better
yea, logrithmic lets you get that nuance right around the 100% base luck
i'm done messing with it for now, might try polararea later or try to fix the fill... but if you want to mess with it [[User:Californ1a/Sandbox/ChestChance]]
i'm gonna have to go through all the weapon pages too when i finally get around to updating its infobox... bunch of params will need fixing
honestly what i need to do is set up a copy paste document for a lot of similar info, like being affected by sapphire mist
also side note, edge of the earth should go in Wall Clipping, yea?
idk if flight would make more sense
x_x
you can make a page in your userspace with the info you want, and then subst: that page...
like if you have User:Staf/SapphireText with:
This weapon works with sapphire mist...etc etc
then on a weapon page you can
{{subst:User:Staf/SapphireText}}
and it'll copy the content from your page into place - so you can have a bunch of pages like that in your userspace all set up and easily load them as you need them without a separate doc outside the wiki
uh, possibly?
more like wall clipping
i think the category is more for characters, but that probably makes sense to put it in there
honestly i personally think the pages should be merged
flight and wall clipping? possibly, they are similar, though there is a clear distinction between characters that ignore walls (and edge of earth) or just having speed fast enough to clip through walls
i feel the opposite way. i think, since the effect is the same (they only differ through the means), there isn't as much of a difference. the game also treats them the same, thought it only points out flight
of course, they should be pointed out separately if they're merged, but idk about having two separate pages
...is there actually somewhere in the code that turns off wall collision when your speed is high enough? i thought they were distinct in that the ignoreswalls variable in the character's configs actually just completely turned off checking collision whereas the speed thing still checks collisions but you're passing through the wall before the game has time to check (eg 1 frame you're in front of the wall and the next frame you're behind it, so the collision code is still running, but you never actually "touched" the wall to initiate the collision check)
i'll have to check, actually
i've always wondered if there were exact thresholds for it or if the game just did it arbitrarily
as for where it would be.... no idea
right now i believe with the speed thing, you can still be stopped by wall collision if you actually touch the wall, for it to be able to check for a collision, but maybe that's not the case
i'd probably start by using the character's ignorewalls, and trace back wherever that's getting used
i think im currently in a loop or dead end
my theory is that the scaling speed which account for more pixels walked by step increases the chance to clip the wall the faster the char walks, so if by chance in the movement the char steps on the pixel after the wall is bypass but if he steps on the pixels right before the wall or on the wall s/he doesn't as the game will recognize the wall and won't allow to bypass... while ignorewall char just don't check for walls so they can go through with no problem.
you found VS.Objects.Characters.CharacterController.ShouldCollideWithWalls(), right? i'd go through the overridden by and used by on that
look in VS.Objects.TilingTileset.HandleArcadePhysics()
