User talk:NeWsOfTzzz

About the creature template
If you want to discuss it, please go there:

Template_talk:Infobox_Creature

Hey, just wondering what you're doing with Template:Infobox Creature Unlocked and -? if it's for personal use you should probably have it in a user-subpage. (you can transclude user "template" pages by inserting the namespace and a semicolon e.g ) -- Sixorish 20:57, 12 January 2009 (UTC)

You have replies here. -- Sixorish 17:54, 13 January 2009 (UTC)

Migrating Process
I wonder if you could tag your eddits on monsters as minor eddit, so I can hide them when looking for other people eddits to find if they are good eddits. Since you will do that on each monsters and that many eddits make hard to find other user eddits. Kwigon the sharpshooter 14:52, 15 January 2009 (UTC)

Oh yes, sorry for that, gonna use "minor edit" for now on. NeWsOfTzzz 14:54, 15 January 2009 (UTC)

Why are you changing the weaknes/resistence of monsters and putting them like this?? It's a bit confusing to read them like this now. Camioneto 15:09, 15 January 2009 (UTC)

I have some questions, Is there any instructions on how to use this new "thing" if i wanted to add new info in the monster elemental area? Where you gona put when a monster is immune to lifedrain, drown, invis? And I don't like that all is in the same line, I like more when you see "inmmune to" line, "weak to" line and "strong to" line. Kwigon the sharpshooter 15:12, 15 January 2009 (UTC)

Changes are ALWAYS requiring some brain cells to adapt to those changes. But we need such a change, because there are several benefits:

1) Being able to use all those values in DPL (for example sorting monsters to find the one with highest weakness to ice/fire or so)

2) Being able to create a list with monsters that are neutral (that was missing before)

3) Making it possible for contributors to find all untested values.

@Kwigon the sharpshooter, lifedrain and drown will get a seperate value, while invisible and paralyze will get a yes/no switch. Just wait for tomorrow, until all migration process is done.

That's what i meant, it's wreid to see everything in only 1 line maybe if you could put them in separated lines (imunities, weakness and resistence) it would be easier for people to understand it. Camioneto 15:43, 15 January 2009 (UTC)

Since it's now using variables and DPL such a change would probably be possible with 2 lines in the template, we can talk about that tomorrow, today I first need to migrate most part of the available data.

NeWsOfTzzz 15:48, 15 January 2009 (UTC)

Tazi undone some of your eddits you better check what he did Kwigon the sharpshooter 16:51, 15 January 2009 (UTC)

Thanks for info, he maybe thought I was destroying the creature pages or so :p

PS: the discussion about the monster template is there now: Template_talk:Infobox_Creature

NeWsOfTzzz 16:57, 15 January 2009 (UTC)

hey you missed pirate corsair, the weak against: and strong against: are still there :P

Just checked it, Pirate Corsair is fine. Or do you mean in the sourcecode? It's still in the sourcecode (of all monsters!) until I updated the elemental lists, then those deprecated values can be removed.

NeWsOfTzzz 19:50, 15 January 2009 (UTC)

You forgot to add drunk immune to list Kwigon the sharpshooter 00:21, 16 January 2009 (UTC)

Ah not really forgot it, I've already worked on that stuff 15 hours and I really don't wanna add all drunkards, but you're free to do that, wherever appropiate (how do you actually test drunk immunity? There is no spell or summon that drunks you, or?). NeWsOfTzzz 00:24, 16 January 2009 (UTC)

Where in your template I can add drunk inmune? I only add monsters that are immune to drunk since knowing the drunkards is less usefull as knowing a demonskeleton is immune to drunkennes (good if you hunt wyverns), Convinsing gobling assassin or assassin or dworc voodoo (they use drunk), or leting summons get hit by drunk attacks (like wyverns), or leting wild monsters hit other wild monsters (mutated bad hiting lets say a Braindeath). '''Another quetion: number over 100% = weak? so 10% weak would be 110%?, Also whats up with those colours? Kwigon the sharpshooter 00:38, 16 January 2009 (UTC)

Look into Damage Modifiers, everything is explained there.

About drunk immunity, add it to "immunities" the same way as it was added to "immuneto". Just copy it from the one to the other kinda.

NeWsOfTzzz 00:40, 16 January 2009 (UTC)

damage modifiers
Hi, :) I just thought id let you know seeing as this is your forte that somethings on the damage modifiers page could be improved.

For both the conversion parts I think an explanation wouldnt go a miss instead of it soley being examples, such as.. part 1: to help make things a little more clearer the strengths and weaknesses etc will now be colour coded ... part 2: using the example below: 10% of your average hit..or something

"A creature is strong by 90% against ice -> ice damage modifier 10%" would sound much better wrote as "If a creature is 90% strong against ice then the damage modifier will display 10%"

"This means you think the creature is ... " as of the coming with the weaknesses and strengths editors now know whether a creature is weak or strong to an element thanks to the information on tibia.com so a little change should be done here too.

Another thing Id like to add "You may now easily calculate the damage you would do on that creature" ..Im not sure if you took this into account when you made these changes but kids/people who have poor english/bad math skills will find it very confusing to read and figure out. Is there anyway you can make it more simple for them to understand?

I think if the modifiers were done alphabetically it would make finding the desired element easier, and about the colours I think the red-strong green-weak are ok.. red/orange usually means bad. I dont think pink is suited with immune though, maybe grey? And I dont think that the "x%" should be in colour or bold, that way it would help make the element stand out a little more and look neater. Physical 75% .. see? :) beejay 01:04, 17 January 2009 (UTC)

Thanks for the input. You're free to edit the Damage Modifiers so it is easier to understand, I'm not very good at such a thing, I'm a coder, I'm paid to think complex :p

About the modifiers alphabetically, well, I've ordered them by logic now. First physical, then death/holy, then sorc primary (fire), then sorc secondary (energy), then druid primary (ice), then druid secondary (earth), then drown/life drain (they're last, because they're actually nearly unusable).

About the color, look at Hero, I've changed the template as you requested.

NeWsOfTzzz 01:19, 17 January 2009 (UTC)

Physical being first is fine as its where people would expect it to be. Now Ive seen the %'s not in bold I cant make my mind up on it but I think it looks a little neater instead of it being "in your face" and in my opinion the dark red looks better. I see about the logic of how you laid the elements out and it makes sense.

Im bad at explaining things too but Ill give the modifiers page a bit of a go later, probably not tonight or tomorrow though. Have a fun weekend coding! beejay 01:30, 17 January 2009 (UTC)

droppedby and dynamic lists
Please see TibiaWiki_talk:Community_Portal... I'm OK with altering current DPL for more functionality but this one is making hundreds of new dpl calls and effecting the most viewed pages. -- Sixorish 20:55, 17 January 2009 (UTC)