#General Chat
11697 messages · Page 12 of 12 (latest)
so i'm pretty sure the wall collisions can still happen with high speed, you're just moving so fast that you jump over the wall in less frames than the game takes to check the collisions
would make sense
would also make sense if adding in a bunch of vfx/lag made player collision checks happen less often
theoretically unity's fixedupdate is meant to stay at a static rate even if the regular update is lagging from graphical stuff
https://docs.unity3d.com/6000.4/Documentation/ScriptReference/MonoBehaviour.FixedUpdate.html
and typically you should do physics stuff in fixedupdate so it isn't affected by the graphical render framerate, but i haven't really looked too closely into what vs is doing in that regard - and fixedupdate can also lag if it gets really bad
btw @tropic zephyr do you have any idea how to get the positions of spawned stage items - like the ones placed there by default at the start... they aren't in the regular data jsons and the only spawns in the code seem to be the rings/metas, but the ones per-stage seem to be defined in some attached script i couldn't get from any extraction i know of
no idea
i've been considering looking into interactive maps, but without being able to get item positions somehow, they wouldn't really be much use
maybe try VS.Objects.TilingTileset.SpawnItemAt()
yea i did see that - but the actual properties, for the items ids and locations, are embedded in the SuperObject that gets passed into it, and that's an externally loaded script, which assetripper doesn't seem to extract, so idk - it might be that i'd have to melonloader and make a custom mod that hooks into SpawnItemsAt, to manually write that superobject data out to a file (...and manually load into every map to get them all)
rip
i assume i should make a separate page for the thorns stat, even though it's just retaliatory damage?
does it even have a sprite image to represent it?
might be a tiny page lol
yep
literally gonna be:
- short desc
- formula
- sources
- fact that it's retaliatory damage (as of 1.15.....)
lol
i guess it should have a page tho, so yea go ahead
yea probably not... at some point we should probably differentiate between "core" stats (that show up in the character select and pause menu) as opposed to hidden stats that still affect stuff but don't appear/don't have any powerup to buy
ye
since there's been a couple of those now like fever and now thorns
at least fever will have a powerup whenever antipyretic is added
should i do something similar for Parma/invuln time?
it's similar to thorns in that it doesnt have a powerup and isnt displayed
i guess? probably just a basic page
https://vampire.survivors.wiki/w/Invulnerability_Time
made the page. gonna add more later unless someone wants too
Invulnerability Time (shortened as Invul Time) is one of the hidden player stats in Vampire Survivors. It determines how long the player is immune after receiving damage or a source of immunity.
This stat is not the same as invulnerability provided by Laurel and Sword Brothers for example.
too eepy
also added some bits about various sources of pickup weight multipliers across a few pages
i wouldnt
Got a problem with how to define Penshin Fatcha and its six selections. Right now the weapon nav box groups Penshin as normal and all its selections as evos, but with the exception of Miracle of Multiplication, the six selections can all starts as normal weapons once they are unlocked, and Penshin technically evolves into itself.
My idea is Penshin as normal/evo, the six selections are normal, and MIracle exclusively an evo. Do you all think this is fair?
mmmm
i'd say i agree.
however, i also think you should make a distinction between the penshin fatcha weapons and their solo version from Para Kooleo, since they are different weapons internally
Tonno Subito is EX_PENSHIN_EVO7 normally, but the one you can start with as one of the skins is EX_PENSHIN_STATIC7
Yeah, I saw that
really the only difference is not evolving and the static versions have better limit breaks, like i mentioned on para kooleo's page
Will note the difference between limit break
Needs the sprite
https://vampire.survivors.wiki/w/Anima_of_Death
moved all of [[c:music]] to their proper names now, except the world map one, if someone can figure out what name that one is
Changed names of:
- Anima of Dracula -> Hand of Vlad
- Anima of Death -> Death Hand
(their names in lang files)
Left some dangling pages, if someone could clean them up, please
[[Anima]] [[Anima of death]] [[Anima of dracula]]
done
Is this just an old version of this map?
https://vampire.survivors.wiki/w/File:Map-Ode_to_Castlevania_(Promo).png
https://vampire.survivors.wiki/w/File:Map-Ode_to_Castlevania.png
One is from the gif they showed on the steam page when it was revealed, and yea, it’s older
Removed it, looks redundant
I wouldn’t have removed it. It’s still a version of the map that was showcased officially
It just looks confusing to have 2 identical versions of a map for no reason
https://vampire.survivors.wiki/w/Death_Spiral
seems something broke (at least on mobile). Too tired to fix
Death Spiral is a weapon in Vampire Survivors. It is the evolution of Axe, and requires the Candelabrador. Evolving it for the first time will unlock 500 as reward.
It is the starting weapon of Mask of the Red Death, Death, and one of the starting weapons of missingN▯.
Its union is Legacy of Death: Soul River , which also requires Dark Rift...
fixed
@hexed oasis the Module:Infobox Weapon edit broke something
it is pretty funny to think about how slightly messing up just one module can bust most of the wiki, and those modules are just freely editable by anons
anyone could go mess with the core module:infobox, or paramparse, or navbox, sprite, even yesno or paramtest... probably no real reason to protect them since we haven't really had much of any vandalism, but those would definitely be some places to stick at least autoconfirm protection, if we ever did have a big wave of editors
Is it possible to make each line it's own code block?
yea, they are already in the redesigned weapon infobox when I get around to finishing that up and converting them all...
but for the current one, I can do it later, or if you want to before I can get to it, you can copy the mw.text.split() from the bottom of the weapon infobox module, where it's putting the ids into bucket, and use that same split in the id_func() function - loop over the split ids and create a code element for each, stick all the code elements into a div to return
(beta spoilers) ||what can we do to display the actual evo requirement for miracle of multiplication here in weapon infobox (penshin fatcha evolved 6+ times)||
there's a |requires-extra= param that gets appended to the bottom of the requies, if you want to put something in that
Does anyone know if there is a different blast processed version?
https://www.youtube.com/watch?v=bxoOjGYQzqo
Ever wondered where does that specific sound come from?
I looked for it in the game files, but couldn't find it. After that I figured it must be an already existing sound being played with some modifications done in real time, so I paid attention and noticed the chest sound was very similar to it.
Now it sounds pretty obvious, but still. It w...
As someone who uses blast processed sounds, the secret jingle's always been the same for me.
This notice is actually about the track not having an official name, which is unrelated to being unlisted
https://vampire.survivors.wiki/w/Template:UnlistedTrack
how so? afaik, unlisted in-game means it doesn't have an official name associated with it because it doesn't list one
For example these two are unlisted but not unnamed
https://vampire.survivors.wiki/w/Cosmic_Delight
https://vampire.survivors.wiki/w/Blast_Processed_Treasure_A_jingle
They have the name in the OST
you're free to edit the template if you've got better wording for it to use
I'd just rename it to UnnamedTrack
well the main point of it is for music tracks that aren't listed in-game
Ah, so just the text is wrong then?
probably
I think it'd be more useful to have an UnnamedTrack template to show the name is unofficial
Because it's easier to indicate it this way
don't really want both though since that might be a little cluttered having two lines if it's both, maybe just a param given to unlisted like |unnamed=yes to change the wording? any that are unnamed would also be unlisted
I dunno, I think just the body of the article saying it's unlisted is enough, that would just overcomplicate things
I think it's kind of an arbitrary label anyway
well the template is also used to apply the category
Most pages apply the category separately instead
which they shouldn't
manually added categories are a nightmare to maintain longterm
i added an unnamed param to it, defaults to false, so any that are fully unnamed will need |unnamed=yes added
All these songs list the OST length, even though they're not included in the DLC yet
https://vampire.survivors.wiki/w/A_Quick_Warm-Up_-_VS_version
A Quick Warm-Up - VS version is the first track of the Emerald Diorama album. It was arranged by Daniele Zandara and was released alongside the rest of the album for the Emerald Diorama DLC on 10 April 2025.
This track is based on "A Quick Warm-Up", which was composed by Kenji Ito for the 2024 role-playing game SaGa: Emerald Beyond.
Because of the YouTube version, I guess?
yea probably based on the youtube length, technically the ost params should be n/a if it isn't in the ost (yet)
omfg
so im looking at the code of emerald rapture
i dont see a single mention of any stat other than might, and might doesn't affect it's chances
TL;DR What do the area and speed values of weapons mean (in terms of units) (and knockback for that matter)
Some weapons on the wiki have the aforementioned units written in terms of percentages (I think that the base weapon at level 1 generally has an area/speed of 100%, where such stats apply)
Others like here for [[Platinum Whip]] have decimal values that I for one am failing to interpret. Some units for stats like duration/cooldown/etcetera can be easily interpreted across the game's weapon supply, so I was wondering if the same thing applies here or if area/speed units are only comparable within the same weapon (evolution line)
Half a year after the release of Survarot, it still says here that it triggers Rosary, but it triggers Rapid Fire.
fixed
also, feel free to fix any typos / mistakes you see. anyone can edit the wiki
Since the albums are also listed on their own pages, shouldn't they be extracted into templates?
yea, and i did already make a module to auto generate them so they don't have to be manually updated https://vampire.survivors.wiki/w/User:Californ1a/Sandbox/MusicTable
but some of the plays with column has no way of obtaining any data, or the infoboxes for the stages have the wrong one listed (eg inlaid library inverse doesn't list libro inferno), so it's still just sitting in my userspace instead of turned into an actual usable template
Ah, OK
Do the ones that are highlighted benefit more?
https://vampire.survivors.wiki/w/Duration#Tips
Duration is one of the player stats in Vampire Survivors. It affects how long the effects of certain weapons last.
The player has 100% base Duration before modifications. The Duration in the stat panel is given as the difference to the base Duration, meaning that Duration stat of +30% equals to 130% total Duration, for example. Duration modifica...
unlikely, that's probably just an incomplete list
@hexed oasis should each of the bridge dungeons be separate pages?
e.g. this is Weeny Bridge, which looks similar to Teeny Bridge, but is unlocked after completing Dairy Plant
it's not like another level of Teeny Bridge
yeah if it's a different item in the top menu
alr
{{c:Weeny Bridge}}
Weeny Bridge is a dungeon in Vampire Crawlers. It is unlocked by completing Dairy Plant.
The tomes still need the updated sprite art added, but I'm guessing that just hasn't been done due to lack of asset rips this soon after release
was about to do these when I was editing the wiki yesterday
I see
and apparently, some sprites are updated again
like the spinach and stone mask (or their equivalent stat sprites, same thing)
I did notice stone mask changed, but I haven't seen a difference in spinach but I might just not be looking hard enough
and I think the clover/luck got changed too?
its edges look slightly more blueish
clover and spinach from the demo for comparison
https://vampire.survivors.wiki/w/File:CSprite-Clover.png
apparently, the outer pixels of the clover sprite are translucent 🤔
asset rip was actually the very first thing i did before even opening the game 
@hexed oasis regarding updating sprites, I move(d) the old sprites from CSprite-Name.png to CSprite-Name (Old).png (without a redirect), then uploaded the new version under CSprite-Name.png, and put the old sprite in a new gallery section for each item that got their sprite updated
yea i saw that but i think it would have been nice to have the file history if you had just uploaded the new one before moving the old one, and then if need be, reupload the old one as a new file
I see
also
I noticed that in the full game, any tome can now work for the evolution of the magic wand
and any armor can now evolve with the runetracer
I don't think this was the case in the demo at all, right? 🤔
that's how it was in the demo too, but the demo didn't consume the secondary card
It was like that
oh
well, I don't think I remember seeing notations of the evo recipe for the other tomes and armors, I think I only started seeing them in the full game
yeah, it didn't display the combos when you picked up an evo gem in the demo
it also looks like gem rarity isn't displayed now and it was in the demo
yeah
It’s in the jeweller’s menu, but yea it isn’t displayed on the cards anymore
no wonder why I asked myself "where's the gem rarity again?"
maybe that's one of the relics i just haven't unlocked yet tho idk there's still 4 more i need
I have 5 more relics to unlock
lapidary loupe, ovenkilt, sorceress' tears, and ultimate ultra overkill
i'm missing all of these too
and arcana finder
and there's 2 arcana i don't have yet, wild buff and chain link
i'm missing half of them currently
now i found it 😛
@wise crownis the freeze gem an orange orb with clock lancet in it?
yes
it's named hail in the files instead of freeze lol
haha
btw if you want to watch this thread too https://steamcommunity.com/app/3265700/discussions/0/766312101614679696
yea i saw that
btw i noticed ||missingno|| is not listed ||on the character list for crawlers||
||do we want to wait a bit to add it since it is a spoilers or like put it in a secrets section/just have it on the list?||
only reason it isn't listed is becaus neither hepi or i have unlocked it yet to make the page
if you have it and can fill in the page, go for it
here's the sprite
just put the card name in the template and it pulls the text from the infobox on that card's page https://cdn.imgchest.com/files/3883e69a45fc.png
(since you're creating a character page, the character's own card won't appear properly until after you save and then go to more->refresh)
ah thanks that fixed it
i could probably make it not need that, but it'd be kind of tricky, easier to just do that
https://vampire.survivors.wiki/w/Crawlers:MissingNO done
i created it with an O instead of a 0 cause i didnt realize but i dont think it matters that much
more->move to fix that
done
nice, i added it to the navbox
it might be worth moving it to its own section since its a secret but idk
are those the actual base stats, you don't have any powerups purchased?
yep
wow alright lol
its genuinely insane
also the "draw 2" is technically a lie cause they have extra magnet lol
yea that makes sense
also someone else will have to add their audio cause i dont have it
yea i'm planning on doing all the character audios tomorrow
I have power of languages 
oh nice, localization strings
Problem with getting them was ||that AssetRipper didn't implement [SerializeReference] https://github.com/AssetRipper/AssetRipper/issues/698 which I guess is what new unity Localization script uses, so I had to rebuild it with some changes||.
yea i was having that issue too
it didn't exact any of the monobehavior jsons for me at all, even tho it did just fine for the demo
i had to browse stuff within assetripper to see them, or open the .asset yml files instead
@hexed oasis for the gem pages, should we change the intros from "X is a gem" to "X is a subcategory gem"?
like "Countdown is a mana gem" instead of "Countdown is a gem"?
Found this on the Balatro server
It's John Wikis, who happens to be playing VC now lol
someone in my place says killing reddeath seems to give you +100% curse each, is this true
i didnt notice that if that happens
you could, but those categories I used for the navbox are a bit made up - there is a legend in the gem sprite sheet that uses some of those terms to try to categorize them, though I think it'd be better to describe the effect in the next sentence rather than put a type in the first sentence
I see
if that's the case, then I agree
would also make our intros even less generic
just encountered gallo, this is a card that they can give you
yup, made that yesterday [[Crawlers:Cursed Lancet]]
good
tho mine didn't say temporary on it
maybe because i was looking at it in the deck rather than on played
yes im pretty sure
@wise crowni added those params to the relic infobox you tried to
something i just thought of that might be neat if i can get it to work somehow - tagging templates and modules as crawlers and applying the crawlers css when you're on those template/module pages (so you keep the vc sidebar, for example)... no idea how exactly i'd do that, it might have to be something like adding a category on the docs pages for them and then a js gadget to read the categories and add a class to the body, though that would flash the vs style before js loads so idk
too much trouble for its worth tbh
i'm mostly just getting annoyed having to go back to the crawlers ns pages when working on modules lol
eh, that comes with its own issues, no template reuse at all for core stuff like infobox, navbox, etc
true
and SEO too probably
and having to set everything up again
like not just templates, but css, staff members, etc.
yea, way too much work doing them separate
this is pretty funny, they actually have dialog he's saying lol [[Crawlers:Cavallo#Audio]]
concetta's got some static on her mic, you can hear a bit of fuzz in the audio
[[c:Divano]] i don't think is actually available to play - there's no audio lines for him
||he isnt available yet||
I kept hearing "hurrah, don't stop attacking" as "RAAGH, EIGHT-Y SE-VEN" like he's an aggresive markiplier
now that everything's released and we have a date filled in on all the infoboxes, i'm gonna tweak the card tables to not list ones without a release date set, and remove the release date from divano's page
@hexed oasis another temporary card I found from cappella magna
though its effect/mana changes
effect changes
https://vampire.survivors.wiki/w/Crawlers:Cappella_Magna seems like all the dungeons have pages right now
nice, i got a bit stuck on meany bridge yesterday and went back to editing other stuff lol
yeah
cappella ultima should be the last level (which I haven't completed yet)
i don't think there are any other dungeons in my unlocks menu
could still be something secret like missingno, but if it showed up in the menus then it probably would have been in dezz's new language file
https://github.com/Dezzelshipc/VampireSurvivorsFiles/blob/v1.15-beta/Translations/Vampire Crawlers/Generated/LangDictionary/Dungeons.json
lol
oh btw this is the little legend in the gem sprites https://cdn.imgchest.com/files/dd9dbe7987ce.png
Cool!
Hi there, any idea on how to find the ID of items on VC ?
dezzel's asset rip (linked above) has them
nah those aren't the proper ids, those are just lang ids
ah
the real ids in vc for cards are like Card_E_Vacuum not the full caps ids like vs
Why's E ? Any reason ?
Like is A for Attack ?
So Vacuum must be like Card_W_Vacuum as it's a wild one I assume ?
grab assetripper https://github.com/AssetRipper/AssetRipper/releases/latest
run it, it'll open a browser window and a console window - in the browser, go to file->open folder, point it at vc's install folder (where the game exe is), then watch the console window and wait for it to finish (the browser window will show a green button once it's done)... then go looking through the file (you can view->search and type in a name like "whip" and then change the class dropdown to "monobehavior" to get rid of all the sprite stuff)
no idea, that's just what it is... we can only assume - they do seem to correspond to the card types ("A"ttack, "D"efense, "S"tat boost, "W"ild, etc.)
but E idk
oh also btw @random sail when you're editing character pages, you'll have to more->refresh after saving to get the starter deck to match the infobox
wdym ? Sry didn't understood not my native langage here 🙁
Nvm just saw it
I was wondering why it was not doing it by himself, now I get it, thank you 😄
So in the ID case we type in the name and not eh path ID that's it ?
yeah like [[c:Armor]] and [[c:Golden Armor]] are Card_D_0_Armor and Card_D_1_Armor https://cdn.imgchest.com/files/5c1a99955c3f.png
Okay
I can't find any ID for Friendship Amulet and Parm Aegis if someone can help with that would be nice, thank you
parm is probably Card_W_WildDefence
Yeah there's one named this
friendship might be Card_W_Combo
(i just searched for card_w_, so they could be wrong, idk)
Yeah just thought about that when you answered, but just thinking about those card_E
that come out of nowhere
but wings and bracelet also show up as w so it seems like wilddefense and combo would be those other two
nvm nothing like parm or friendship in there
e probably stand for event, now that i think about it - all the breakable stuff are called dungeon events
Yeah true they all come from there except for the heart who come from another card but still it is a "random event" I guess
all character audios are up now - considering also uploading reversed versions for missingno
now the more->refresh isn't needed when updating character card info, for it to appear in the starter deck's copy
i think [[c:Hero's Armor]] sprite changed to this one, but i haven't gotten the card yet so idk for sure
yeah, it has
alright, will replace it
ngl i have only seen it like once since the game released haha
ive never seen it the entire playthrough
heck ive never seen the disco tavern
i had it quite a bit in the demo, but so far not at all in the full game
Same, I've seen the tavern thing though
I've seen it once in the demo and once in the full game
can't find the sprite https://cdn.imgchest.com/files/5d7471e8eccc.png
where was it?
Atlas UI "skull.png"
btw there are some ||unused character bios in the decomp and quite few of them are interesting, should they be added to the wiki? or not since its unused?||
sure, idk where, but maybe [[Template:Spoiler]] or [[Template:CollapsibleContent]] them since they aren't in-game
added them in their respective crawler pages
Does this mean "as long as you don't select an active weapon in them"?
https://vampire.survivors.wiki/w/Victorian_Horror_(XVIII)#Tips
Pretty much, yea
when we list gem slots for evo cards, do we want to include the one already occupied by the evo gem, or only count unoccupied/available-to-use gem slots?
I'd probably include the one occupied by the evo gem, but leave a note in the infobox on that matter
e.g. if Holy Wand has one gem slot, which is occupied by the evo gem, I'd put 1[a] and then a note next to the number, saying something "Including the slot occupied by the Evolution gem."
cuz I guess it is visibly still a gem slot, it just so happens that it can't be changed though 🤔
now the "Gem slots" text in the infobox has a hover tooltip stating that, if the card type is attack and the evofrom param isn't empty
sounds good to me
finally beat trickster, haven't beat reddeath yet and haven't bothered trying drowner... just 3 achievements left, meany bridge, cappella, and ovenkilt
so [[c:Unlocks]] should just be missing ovenkilt
and unlocks should have the full list now, only thing i haven't done yet is unlock missingno, will have to do that later
@hexed oasis do you think we should include an infobox row specifically for unlocking powerups in vc? 🤔
cuz when you unlock powerups menu, not all powerups will be visible, but some will appear after certain unlocking conditions if I'm not mistaken
only these ones will appear in a new profile
like "Unlocked after: [[dungeon]]"?
not really, more like Unlocking: Unlocked with Power Ups Shop or Unlocking: Completing [[Dungeon]]
'unlocking' doesn't really sound sound right, maybe 'unlocked from' or 'unlocked by', and then value is either 'default with powerup shop' or 'completing [[dungeon]]'
Unlocked by: Default with Power Ups Shop kinda sounds weird to me tho tbh (but not with Completing [[Dungeon]])
How about Unlocked by: Unlocking Power Ups Shop
trying to avoid it saying 'unlock' twice since it just sound repetitive
(also btw, the function you set for the param in the module is for numbers, it's rejecting all inputs that aren't numbers)
fixed
(I think)
I guess..
or just 'with powerup shop'
or 'Unlocked by: Getting Power Ups shop'? 🤔
accessing?
idk, seems like that would imply having to specifically access power ups shop to specifically unlock them
which I guess can be kinda true? since you do need to access the shop to buy and use them, but doesn't necessarily sound right
god i hate the writer's block
obtaining?
I guess that can work
i think i like accessing out of all the -ings tho, unlocking is repetitive, and getting and obtaining feel like they fit more for an item rather than a building
even if they're technically not unlocked by entering the building, they're unlocked at the same time as the powerup building unlock, but you can't use them without entering the building so they may as well not be unlocked until after you access the building
I guess that can make sense
the dumb wording stuff we worry over on wikis 
🤣
it's what makes us stronger wiki editors
and an already strong wiki even stronger too
I've been looking through the arcanas section, wondering why there's no information about unlocking them on their own page, wouldn't it be a great idea to add it ?
How could we add that properly so I could start it now
You can now fill in the "unlocked by" parameter in the infobox in each of the individual arcana pages listed here: {{c:arcanas}}
Okay we could do the same for like pretty much anything right ?
like other unlockable stuff, such as characters and items?
Yes
yes, though that would require having to edit the infobox modules to support such a parameter as well
kk i"m out in 1h30 I'll the my max on there
alr np
just copying into eveything else such as char, weap, etc ?
pretty much yeah, for each of the infobox modules
And where do I find those ? Sry kinda new here :c
- [[Module:Infobox VC Arcana]]
- [[Module:Infobox VC Card]]
- [[Module:Infobox VC Gem]]
there are also ones for relics, though they already have that parameter
Yeah you can see where to find them
Is ther any space left there to show the unlock condition or we don't mind to show it here ?
I'll wait and see what @hexed oasis thinks, since I do want a second opinion from an admin. I'd say keep it as it is for now, just because of the space
Nvm I can't modify Buckets anyway, I tried for gems
Unlock condition is now added for cards and gems as well
Maybe I'll start a new run to get the unlock cost of each char too
edited
Thank you
anytime!
Once your account is more than 4 days old then you can
And yeah, definitely don't want to list too much into in the character table - have to consider mobile too
Could split it to two tables, main one for card info and another for unlocking, no real reason it all has to be in one table
move the coin unlock cost to that second one
Are the Tides of the Foscari kazoo tracks only used when manually selected?
think so
if anyone wants to do something with the trickster and enderboss music, idk what's the best use of them, but they're in [[Category:Crawlers music track files]] - all the ones without "CAudio-" in the fornt of the name (if you use them, move them to put CAudio- in front first, it's just nice having them without that for now so we can pick out the unused ones until we put them somewhere)
they aren't on the official soundtrack playlists so idk names for them
dunno if we want to note this anywhere or upload the old sprites, since they were inaccessible anyway
this is pretty cool tho ngl
I would say this is probably worth noting somewhere
like in trivia or something
also, that blue box relic is removed, the relic list goes outside the cases with it still listed https://cdn.imgchest.com/files/3bc820c243fe.png
in order:
- stardust anvil, bomba infernale, deck box, gem hammer, grim grimoire
- guiding light, lapidary loupe, milky way map, ovenkilt, overkill
- combo stack, polentir, randomazzo (renamed arcana finder), rilevatore, sorceress' tears
- ultimate ultra overkill
also some of these were definitely not meant to be seen in the demo, the text color of mana cost is illegible
i guess we should have a page for deck box, since it technically exists just hidden?
Yeah
let me see if i can go find the sprite
Okay
I think the Steam version of the soundtrack has the names, though idk if anyone's downloaded it and can verify which name goes to which.
ah i guess those just aren't uploaded to youtube yet
My guess is they'll be uploaded day after tomorrow, since Ode did something similar with posting the songs associated with ||the Death fight|| a week after it released.
some stats have a decay amount, but they're all 0 right now, wonder if that's leftover from them testing stuff to see if stats should decay, or if it's something they plan on adding later
btw is the hero amor out of the game for now ?
seems like it might be
Odd, considering it is listed in Grimoire
all enemy pages made now, just gotta go figure out the sprites at some point... and if we want to think about merging some of those (like all the bats) it'll be a lot easier now that they all exist
i did run into this a bit with the demo too, but there's about 20 enemies that have a different config id from the id they use in the save file
so the page names are based on the actual config file names, rather than the names in the save file
and i listed the save file name in the page content - "It is also named X."
and that's all the enemy sprites uploaded - some of them are probably wrong, in particular i know for sure the 3 bridge sword bosses should have a tint applied to them, but idk where the tint values are
I guess we could add the unlock condition on the gems page, there's some space left 😄
potentially, just have to be careful of mobile, especially portrait on mobile
Good to know
what are those 5 unlisted "aspects/fragments"? also for the 7 of the actual directer aspects please add the OTC icon to them
only exists in code, we dont know what they are, probably the skulls from one of directer's phases
Called it lol.
afaik, they technically aren't otc-exclusive, only that one aspect is
Huh, really? That's very interesting, you would think they would all be exclusive considering where they're used...
also this implies that levelling up is exclusive to Ode lol
actually it seems like that one is also listed in the base game, so it technically shouldn't have the otc badge either
Ah, fair enough. Still weird they're listed in the base game regardless.
for sure
even tho it's technically a gem, and listed on that page in vc, i decided to list evo individually on the sidebar, since it is the most viewed crawlers page and what most people are probably looking for
Shouldn't this navbar just be called "Stats"?
https://vampire.survivors.wiki/w/Template:PowerUpNav
it is technically powerups, since it includes things like omni which isn't itself a stat
Ah, OK
(even tho the omni page says it's a player stat, which should probably be corrected - it just affects other stats)
we probably need a general Combo page to cover maintaining combo, and a general Boss or Bosses page to cover the eyes mechanic and probably the reapers even tho they're technically not bosses they do use the same eye mechanic
Does anyone know how to add a table?
I wanna add a table to the card offering stat table page to easily show what cards can be sacrificed and their corresponding buff
I love the Bing Upgrades Vending Machine
You're using visual editor or source editor?
About tint: EnemyConfig has _spriteMaterial(Far) which points to .mat (e.g. CharacterSprite_Near_SwordRussel.mat) that has _Color - tint applied
aspect of stone...
Visual
If you’re on mobile visual editor you can't really - one of the limitations of mobile editing, but if you swap to source editor or move to desktop visual editor then you can
In source mode, you use syntax like this: https://www.mediawiki.org/wiki/Help:Tables (look in the Basic section)
Ah
i've added an initial table to the vending machine page, you should be able to edit that existing table on mobile visual editor now (just can't create a new table on mobile ve)
if you're able to easily fix the enemy sprites that are meant to have tint or different colored outlines, that'd be great - for the ones with outline, i did have to scale them 2x before applying the stroke to properly match the pixel size of the outline in-game, and i just applied the same blue outline to them all, though ik some are meant to be red, but the OutlineColor in EnemyConfig's didn't seem to actually match the outline color they're using so idk where that color is coming from either nvm, i see that outline is also in the charactersprite .mat files (tho is it outlinecolor or outlinecolour? lol) - very weird there's a seemingly useless one in the enemyconfig
btw, ik you've got your batch upload userspace page, but since you've got all this data extraction in a python script already, you might want to look into pywikibot (https://www.mediawiki.org/wiki/Manual:Pywikibot) and add a [[Special:BotPasswords]] to your account - could fully automate some stuff - wonder if it'd be possible to even automatically grab the sprites, tilt/outline, and upload all in one go without much manual intervention needed
also looking at the rewardconfig in that data, it looks like hero's armor is actually completely removed from the pool (Card_D_3_Armor), so as we thought it's just impossible to get in the full game right now
damn
i'm sticking {{removed}} at the top of it, and going to hide it from the card lists
Content that was removed from Vampire Survivors.
4 pages
would it be worth mentioning in trivia that ||(c)MissingNo's stats are directly based of the highest possible stats vs MissingNo can roll?||
sure, i'd reword it a bit, rather than stats vs MissingNo can roll, something like like stats MissingNo can roll in vs
added
wonder if it'd be useful to upload reversed clips of missingno's voice lines, so you could actually hear what he's saying
yeah, it would be nice
instead of hiding it, i just grey'd it out and put a little hover note on it
I mean, judging by the transcript, it's probably just Genarro, right?
Fair, it does sound like there's some distortion.
oh dang that actually sounds quite different lol
Perchance, you wouldn't happen to have the "Death is just another adventure" voiceline, right? Always thought that was a sick line for Missingno that it ended up getting.
i just ran the whole folder of them through ffmpeg's areverse, so i've got them all reversed, but gotta figure out a decent way to actually display them on the wiki - i'm thinking just another audio button right next to the current one but different color
Yeah, that would probably work best.
done [[Crawlers:MissingN0#Audio]]
I love Missingno just casually going "Gennaro, out."
also... why are there weights for card costs higher than 5 after you hit lvl 50? what's it do if it the roll lands on one of those, nothing costs more than 5
started documenting the save file [[Crawlers:SaveProfile]] will finish up progressionsavedata and metricssavedata keys tomorrow unless someone else wants to get to those before then (i put the different metrics collection id types in a comment at the bottom of source for now)
Is it normal that I have the Normal and Inverse mode tracks swapped for stages 1 and 5?
Seems so, it’s been like that ever since 1.0
I'll update the page then
I’m surprised they swapped the Dairy Plant track in Crawlers
Bronze chests can sometimes have evolutions, right?
https://vampire.survivors.wiki/w/Treasure_Chest#Bronze
I think that's the case when you have nothing else to level up? but I'm not 100% sure on that
hence why sometime ago, I edited that section to say "Bronze chests are usually incapable", because I know that they're not completely incapable of evos
Whenever you have arcana at/above the “limit,” those chests turn brown and can often evolve
And ofc brown chests pre-yellow sign
I was checking the card list, and it seems there is no page for Rich Coin Bag card 
made now [[Crawlers:Rich Coin Bag]]
New data: ||Cards|| and ||Achievements||
I think I found where Crazy Escape came from
https://www.playonloop.com/2014-music-loops/crazy-escape/
I was beginning to think it was Filippo Vicarelli's old work, he uses FM synth a lot
And he rearranged it twice
Jimbo merchant becomes hidden behind a black square if you reenter Planar Bazaar for some reason
jimbo's merchant sprite has just been buggy for a while, known issue
for a guy from a game about making money, he really doesn't wanna be seen as a merchant
are you able to find anything for gems - specifically gems during level up? the rewardconfig only specifies cards, but it is also possible to get gems from level up, so i'm wondering if there's also config for that or if it's something done in code we can't see since no mono
Added Gem frequency with weights on level up, and Global config with a lot of different data

yea i also found the inn disco settings, during demo, and added it here https://vampire.survivors.wiki/w/Crawlers:Characters?diff=next&oldid=77562
oh interesting, there are achievements for those tier 2 cards (du-duplicator, crystal crown, etc.) but hidden visibility and no entries in language files for them
or, more accurately, "silent" visibility
i wonder how those gem frequency level up weights actually factor in - the weights for the rewardconfig cards already add to 100, so it's probably something like it picks 3 cards on level up and then there's a chance for one (or each) of them to be replaced with a gem
or maybe they just add all those weights together going past 100
these three are a bit confusing - i was pretty sure the santa water one unlocked candelabrador (2-cost, since that is is shown in the unlocks menu), but the other two are numbered 1 and 2 rather than 0 and 1, even tho it seems like they'd correspond to the 0-cost candle and 1-cost candella
and the 01 one seems like it's saying you'd have to play 20 candelabrador (2-cost) to unlock the 0-cost candle, if 01 corresponds to candle
Weirdly he is credited for Crazy Escape here
https://www.youtube.com/watch?v=u4CM4jNdmnM
0:00 Forest
1:13 Library "Crazy Escape by Filippo Vicarelli"
2:02 Big Chest open
Part 2 is at https://youtu.be/1cXjlMsDIKo
Isn't this before he even worked on the game?
What's the point of the Icon column in these tables?
https://vampire.survivors.wiki/w/Adventures#Unlocks
Adventures are a game mode introduced in the 1.8 update. They are unlocked after collecting the Atlas Gate in Boss Rash for base-game adventures, being A Garlic Paradise, World of Light and Dark, and To End an Ice Age. DLC Adventures, such as Tides of the Foscari, can be unlocked much earlier, being unlocked when the player unlocks the Dairy Pla...
meant to show the icon like on [[Achievements]] but just no one's gotten around to finding the border and combining them+uploading
(same deal with some of the later ones on the achievements page)
Ah, OK
there's also an issue with which icon to use - the one shown in-game (unlocks), or the one used externally (achievements/trophies)
i think ultimately in the long run we might want to make individual pages for all the achievements, and have both the external icon and in-game unlocks icon in the infobox, plus any differing descriptions from in-game and other platforms
but that's a ton of work making all those pages
I've just noticed that the adventure title screens have a wider moon while the original one has a proper round one
https://vampire.survivors.wiki/images/A_Garlic_Paradise.jpg?878d6
I was reading the spells page in the wiki and in the trivia section it says it is not required to cast a spell to unlock Jonathan-charlotte or charlotte-jonathan. How can you unlock them if you don't use the spell?
For example exdash can be unlocked by collecting clovers as an alternative method (although I don't know if anyone unlocked it like that)
Unlocking stella and loretta (both/the duo characters)
Ohhh right, I forgot about that
Also, not a related question, but has anyone unlocked exdash by collecting clovers?
Did anyone else notice that the OoC adventure has you unlocking passive items that are already unlocked
I guess it's because they were stage items
Since when does it have hyper mode?
https://vampire.survivors.wiki/w/Planar_Bazaar
Planar Bazaar is a unique shop stage that is exclusively available in all adventures. It is usually unlocked by reaching level 80 for the first time in any stage of an adventure; the only exception to this is in the Operation Guns adventure, which requires reaching level 80 in Alien Revengeance.
The purpose of Planar Bazaar is to be an area for ...
it might not be selectable, but it does exist, eg the one from garlic paradise https://cdn.imgchest.com/files/64abdfa0ef75.png
Ah, OK
The page probably should note that
https://vampire.survivors.wiki/w/Adventures
Adventures are a game mode introduced in the 1.8 update. They are unlocked after collecting the Atlas Gate in Boss Rash for base-game adventures, being A Garlic Paradise, World of Light and Dark, and To End an Ice Age. DLC Adventures, such as Tides of the Foscari, can be unlocked much earlier, being unlocked when the player unlocks the Dairy Pla...
The OoC adventure's collection seems to be bugged. It shows that I unlocked items that I can't have unlocked since I didn't even unlock their respective characters. They don't seem to be in the item pool either.
Who went through extra effort to add the top to Peppino's box just to have it hide other text lmao
https://vampire.survivors.wiki/w/Adventures#Unlocks
Adventures are a game mode introduced in the 1.8 update. They are unlocked after collecting the Atlas Gate in Boss Rash for base-game adventures, being A Garlic Paradise, World of Light and Dark, and To End an Ice Age. DLC Adventures, such as Tides of the Foscari, can be unlocked much earlier, being unlocked when the player unlocks the Dairy Pla...
I did not expect it to be 2 images 😂
You can take a look at {{template:CharacterSelect}}
It shows that there is a particular case for Peppino where its top is included
{{File:Select-Peppino-Top.png}}
this was me lol
my first thought was "why not shrink the avatar down?"
but i suppose there's a bit more humor in that
There should probably be a after the icon
there is
but they're in separate spans, and it's breaking between the spans
it's kind of an awkward problem with no great solution because you typically don't want the sprite and link on separate lines, but you do want the link to be able to wrap, however, if there's a dlc badge, then you don't want that to wrap
Ah, OK
Is the title a typo? It's written correctly in the original page.
https://vampire.survivors.wiki/w/Updates/There_exists_tales_that_don't_exist.
Is the name supposed to be a play on "biscotto" and "visconte"?
https://vampire.survivors.wiki/w/Bisconte_Draculó
Bisconte Draculó is a character mentioned in the description of the itch.io demo of Vampire Survivors, implied to be the main antagonist of the game. It is generally assumed that the vampire-like character shown in the main menu as well as in various marketing materials is indeed Bisconte Draculó, though this is unconfirmed. Whether or not Dra...
In the video "The Making of Vampire Survivors - Documentary" by NoClip, Luca Galante, the original developer of the game, used a custom puppet version of Bisconte Draculó to respond to various questions during video calls.
Also I think that footage was done by NoClip?
If I remember correctly, Luca was using his own camera for the video call?
And the rest of the footage was being recorded by NoClip
Just checked
And it's kinda weird as to how it works
It would be a lot more pointless effort to play with the puppet while answering questions
So it seemed like NoClip was doing lip syncing with the puppet?
Yeah, it seems so
Wrote this instead:
In the video "The Making of Vampire Survivors - Documentary" by Noclip, Luca Galante, the original developer of the game, responded to various questions during the interview. A custom puppet version of Bisconte Draculó was used to portray Luca.
made the most cursed thing on the planet
(don't worry, this does not exist)
I shall use this for my next april fool's somehow
a big screenshot on top of main pages 
perhaps a reddit post showing this screenshot
is there a reason eskizzibar's rarity is different depending on the page I'm looking at? is it like it's rarity in the level pool vs when equipped or were the rarities updated and the main weapons page doesn't reflect this?
the correct rarity is 50 - the disparity is just because it has to be manually updated in both places and whoever updated the table didn't update the infobox
ah ok
flash arrow and prismatic missle have the same despairity: I'm assuming it's the same issue in their cases? asking before I do anything drastic
probably, definitely edit them if they're wrong - tides weapon data is here
https://github.com/Dezzelshipc/VampireSurvivorsFiles/blob/v1.15-beta/Data/Tides of the Foscari/Weapon.json
made the beta update page [[Updates/Public-Beta has been updated (Steam PC/Mac Only)]] but i don't have time to go through them and add update history lines to all the pages right now - if someone else wants to do that, that'd be great - if not, then i'll try to get to them in a few hours
Would it at all be possible to exclude beta content pages from the random page command? Feel like that's a rare but really easy way to get spoiled on upcoming content
no, there's no way to do that
[[shadow pinion]]:
When the character stops or left/right clicks, all of them are fired in the direction the character is facing.
is this actually real and if its not why is it in the page? (asking since i saw a reddit post asking it)
true or not its was carried from fandom and im deleting that line unless someone proves its true
you can what???
you can just tap and it'll fire?
already removed it since im pretty sure its false and its carried from fandom
yeah.
It was probably poor wording trying to say when playing with mouse movement (rather than wasd), letting go of the mouse will fire
yea no just tested it by clicking while moving w/ wasd, it's just strait-up false
also how would that even work with touch controls enabled
So I've been wondering about the SaveWikifier...
It says I need two .js files for it to work, but how do I even provide those files?
on [[Special:MyPage/common.js]] put this:
mw.loader.using(['oojs-ui-core','oojs-ui-widgets','jquery.tablesorter']).done(function(){
$(function(){
if (mw.config.get("wgPageName") == "User:Lovenus/SaveWikifier") {
mw.loader.load(mw.util.getUrl('User:Lovenus/save_reader.js', {action: 'raw', ctype: 'text/javascript'}));
mw.loader.load(mw.util.getUrl('User:Lovenus/common.css', {action: 'raw', ctype: 'text/css'}));
}
});
});
then you go to [[User:Lovenus/SaveWikifier]]
oh i guess you also need the css, one sec
Could probably just be another line to the one that loads the save reader.
yea
If I improvise a little, anyways.
Yep, seems like that got it to work. Thanks for the help!
just be aware of any changes made in those js and css files getting loaded, especially the js, if they wanted to they could do pretty much anything on behalf of your account when it loads
Alright, I'll comment them out now that I got the chance to check out the Wikifier. Neat little tool.
you could also copy the contents of them into your own pages if you don't want any worry of changes being made - only admin can change others' personal js files
@hexed oasis I don't think we have the costs and addable gem slots table from the blacksmith documented on the wiki, right?
From what I've checked, it seems like the max number of gem slots in some cases is 3, and for others, it's either 2 or 1
Yea we need a blacksmith page
I guess we can also include an infobox row for max slots for a card?
There is already a |max gem slots= param in the card infobox
good to know
seems like crawler cards aren't counted in the blacksmith at all
yeah I should probably have it hide gem count entirely on those cards
I guess we can keep gem count, but hide max gem count for crawlers cards
and make the string display as %s for crawlers cards instead of %s - %s
added max gem slots for all of the cards that I have maxed out so far
So it turns out that's actually Filippo Vicarelli's site
https://filippovicarelli.bandcamp.com/
Ciao! I'm Filippo Vicarelli (also known as "the Midi Tamer") and currently work as freelance audio artist for games and for my own music library PlayOnLoop.com
About my music. I'm trying my best to go for a unique sound - something melodic, atmospheric and emotional that touches on many different genres.
More info at my website!
It's even mentioned in the footer lol
The song got removed months before Vicarelli's original music got added to the game 😀
I'd love to know how the copyright claims happened if the music is 100% his
Was it by design?
Selling video game stock music that's intentionally copyright claimed is crazy work
Not the complete version 😔
https://www.youtube.com/watch?v=6n39g6ldJgw
What does the number of options in the Arcana Chest depend on? Luck?
It depends on how many you have unlocked
Yeah 6
probably unlocked as that when you get the darkanas?
not exactly, you get the 6/draft and free reroll whenever you have 23 arcanas unlocked
all normal arcanas + 1 darkana basically. you can mix and match, of course
ok!
I think I got a free reroll earlier
yeah that dice... its a slim chance of getting from light sources
No, not the pickup, free arcana reroll
Shouldn't the Mar 31, 2021 release be mentioned here?
https://vampire.survivors.wiki/w/Version_history
It's mentioned on Steam
you mean 2023? march 2021 was before the game was even on itch (oct 2021)
if you're talking about this news post https://vampire.survivors.wiki/w/Updates/Vampire_Survivors:_Tides_of_the_Foscari_comes_to_Steam_on_April_13th
that's just a news post not a game update
No, the Steam listing says it went on Itch then
Even the itch blog post confirms this
nah we went through this with kerri a while ago - i believe the march date on itch was when the game's page was registered, but the publish date on itch is when it was actually released and publicly playable
Ah, OK
if there were any versions of the game available on itch between march and october that year, then i'm pretty sure they would have been considered pre-alpha and not publicly available to play (meaning release dates for content on the wiki shouldn't include those since they're private or closed-access)
tho i haven't been able to find anything actually documenting any builds between march and october, just that initial itch post in october
@hexed oasis nice to see that you're working on interactive maps
in the future, do you think we should add a section in a stage's page that displays the interactive map, or do you have plans on putting them somewhere else?
nah nowhere specific, i was thinking either under or inside (at the bottom of) the infobox, but i'm not really concerned with where they'll be placed yet, it's moreso dealing with the tiles and how to actually get the images uploaded and coords lined up properly for them - the one i have for mazerella was just eyeballing the map bounds to make the item spawn locations sorta look like they're in the right positions
mazerella was also square and a small enough map that the image fit in under the 20mb limit, but many of the others are larger or are multiple tilesets large that need to be tiled together
idk if you want to try messing around with any of it, but i can get you the spawn location data for any of the maps from the mod taka made and the gdrive from dezz with the tileset images, if you do want to play around with it, just lmk
so like, can anyone elaborate on how ante chamber is the best map for grinding gold?
It has survarots
yes, but specifically on the gold stuff
Gold fevers/coin bags/light source skills give you gold
i have done plenty of runs on AC with survarot stats such as "light sources spawn per gold" and "overheal +1% gold fever and finger"
foil edition stats from any character cards.
two of them is required in my gold farms atp, specifically on gold finger because more frequent enemy spawns --> vic hunger convert gems into coins
Someone like sammy benefits from survarots, for example, since he can get extra gold from light sources without lag from jubilee
im just sticking with good old Trouser, at 16m eggs for me i got around 30b gold in 30m (aka 60m with hurry)
Also, on the beta, you can normally only choose between using survarots or eggs but certain character, stages, and ||bat dragons|| let you use them both, so ante chamber is good with eggs
@tropic zephyr but like thats 2 slots used, what else should i add for the other 3 lying around the map
You dont really need to make use of all of them
Especially with eggs
You could throw in getting gold from kills but unneeded
1 gold and gold fever from enemies defeated, and 100 gold if damaged stats are useless because either way most of the gold trouser earns there will be through a LOT of gold bags from 
most i can do is shove in 3 dommario's for good measure (+50% greed after 25 level ups each, better than poly gallo)
just squeeze in a bit more millions of gold.
i want gold farming in AC as a separate section entirely but i havent made a wiki account yet.
fyi, you don't need an account to edit the wiki
cool... but i still prefer giving ideas
another note: dont enable random levelups if not turning on LB because after finishing your setup it'll default to always floor chicken per levelup (probably already given in the guides, but fyi)
That setting only gives chickens if you aren’t at max hp, btw
uh but when i tried it for myself it almost never gives me gold, is it?
even with using vic horror on 1m+ eggs
That’s what “always floor chicken” does, yea
welp, gotta keep gold farming until i can yield 100 trillion for secretino
-# for the funny of course!
i'll take the time compromise and uh... accepts that i'll click a lot just to get walking into AC
Is there an updated list of the best evolutions and characters in the game?
@hexed oasis do you think we should make individual pages for each of the buildings in VC? Even though some of "what's inside" in these buildings is synonymous with item lists, such as unlocks, I think it would be a good idea to separate facts/trivia from the buildings (or how items are placed) from their list equivalent pages
e.g. relics page would introduce what relics are and the list of relics
while museum page can discuss the trivia about the museum, the chronology in buildings, and maybe list relics in its specific order from the museum
but for something like town hall, we can just simply link to the unlocks section and put town hall's trivia and other facts there
for most of them yea, unlocks, relics, powerups, and arcana probably not tho - those probably fit better just being merged with their lists
just made a thing
should probably make this for vs stage and vc dungeon infoboxes too
will find a way to fix this little border issue later
I guess it could be more like an ars gouda situation: ars gouda describes the relic itself while a general enemies page exists separately, idk 🤔
I decided that whatever has the same menu and building name (e.g. Blacksmith) would qualify for a single page, while those with different menu and building names would be separate pages
for the latter, the lists won't be duplicated, but just linked to
though I would say the exception to that rule would be museum (relics) and fortune teller (arcana), since they do have fixed and visible grayed out placements, but even then, those lists are presented differently and their sections would still link to their full list equivalent pages
also, I'm currently playing in a new save file, and it seems like:
- The Inn is unlocked when you complete just one floor in Mad Forest
- Milky Way Map and Rilevatore are unlocked from the start (even before unlocking Museum) and are active by default
- Experimental Machine and Shield Bash are unlocked with Fortune Teller (or Polentir, same thing basically)
Does anyone know how exactly Darkana Call of a Mad Moon (XIII) affects light sources? How much does it increase the weight of pickups?

#🧛vs-general message
https://vampire.survivors.wiki/w/Damage?redirect=no
anyone else kinda iffy on this redirect? idk if we should be redirecting "damage" anywhere, especially since only crawlers has a damage calc page
Hey, are the chests from the emergencies on polus designed to not give super cb?
I've also been running into this
@tropic zephyr go to the source editor in either of giovanna's pages

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