About the creature template

If you want to discuss it, please go there:


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 {{User:NeWsOfTzzz/Template}}) -- 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#Immunities.2C_Weaknesses_and_Strengths_.282.29

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 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#Optimizing_the_usage_of_DPL... 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)

Words from random player: Jess Leigh [50]: wat is Black knight weak agaisnt?
Kwigon the Sharpshooter [129]: use tibia wiki
Jess Leigh [50]: i cant understand the new "monifyers"
Hope you use that new sistem but with the old look.
Kwigon the sharpshooter 23:28, 19 January 2009 (UTC)

When you do "(Removing deprecated parameters)" you forgot to move Drunkenness to the inmmune to line in Wyvern page. Could you recheck your monsters eddits again and see if you din't left out any usefull information on the other paes you eddited.

Also read Template talk:Infobox Creature‎ maybe you want to help =P
Kwigon the sharpshooter 14:49, 21 January 2009 (UTC)

Vampire, Wyvern, Spectre, why you remove or set to neutral, drown damage, lifedrain, drunkenes???? you did that in alot of monsters your suposed to use the new dpl but with the old data, what you doing is inserting fake data or removing it, can you PLEASE recheck all your eddits and fix that, i dont want to waste my time fixing your mess. Am angry cause am the one that spend alot of time geting the % values and finding if a monster is inmune to something, and you are just ruining what i did.
Kwigon the sharpshooter 16:23, 22 January 2009 (UTC)

I've imported all lifedrain, drown damage, invisibility and paralysis values that were there and didn't remove anything. No need to recheck everything. Again, that they weren't displayed was Sixorish fault so don't blame me... Only drunkenness may be missing on some monsters..

NeWsOfTzzz 16:26, 22 January 2009 (UTC)

No you dident, check vampire for example, before you the page says: immuneto: drown, lifedrain, drunkenness (wich i took time to check). After you it says: neutral to drown and lifedrain (fake), and drunk immune (deleted = vandalism?). Other pages that you "imported" the old data hapened the same. Now theres nonsters with missing info or wrong info, please fix that cause you the one making the mistakes
Kwigon the sharpshooter 16:36, 22 January 2009 (UTC)

Hey YOU... If you have time for updating other pages why not you finish what you startded, Theres alot of monsters pages that still have the old Immune/Strong/Weak template that you chose to change for a new template, why not YOU go and update those pages (but not leaving information out like on some pass eddits of yours). If you start something finish it...
Kwigon the sharpshooter 23:54, 4 July 2009 (UTC)

I have changed ALL monsters when I did it. So either some retards reverted my edits or new monsters were created using the old template? NeWsOfTzzz 23:59, 4 July 2009 (UTC)

What you did is to leave the 2 templates on monsters pages, info from the old must be moved to the new and the old must be deleted after that. Example (opens random monster) Editing Elf Arcanist

| maxdmg = 220
<delete this space>
| immunities = Invisibility
| physicalDmgMod = 100%
| holyDmgMod = 110%
| deathDmgMod = 99%<?
| fireDmgMod = 50%
| energyDmgMod = 80%
| iceDmgMod = 100%
| earthDmgMod = 100%
| drownDmgMod = 100%?
| hpDrainDmgMod = 100%?
<delete this space>
| immuneto = Invisibility
| strongagainst = Fire Damage (-50%), Energy Damage (-20%), Death Damage
| weakagainst = Holy Damage (+10%)

Theres 2 spaces that can be deleted and the old data that should be deleted after moving it to the new template, also if you move the old date don't forget to move if they are immune to drunk or drown.
Kwigon the sharpshooter 00:30, 5 July 2009 (UTC)

Errr duno if I can block users but I will try
--Kwigon the sharpshooter 14:17, 12 July 2009 (UTC)

how did u test magical damage on a rook monster?

Sorry for this question, but can you tell me how you tested earth, fire, hole, ice and death on this monster, than is found only in the island of destiny in the knight place? In case it is found somewhere else could you tell me to i add it in the wiki page? Here is the comparing page that shows you added that info: --Maguu 21:17, 24 July 2009 (UTC)

I didn't test that, I took the info from official website (in the creature library). There you can see it's strengths and weaknesses (everything that's not strength or weakness is "normal" = 100%), that's how I found out the basic direction. The real % are not testable there I think.
NeWsOfTzzz 21:22, 24 July 2009 (UTC)

remove percentage?

So can i delete the percentage, since we can't be sure of that and just leave the info obtainable in the oficial website? Maguu 21:24, 24 July 2009 (UTC)

No, you can not remove the percentage, since everything I've written there is correct.
NeWsOfTzzz 21:25, 24 July 2009 (UTC)

The following comment is directed at Maguu:
The percentage is correct. Notice the ? afterwards. It indicates that it's weak/strong but not known how much. A good thing to have done from the start would've been to just put "-?/+?" and not the "-1%?/+1%?". However the persons who decided how to make it chose not to.
It says they are summonable. Then it's easy to test it on pvp servers. Just summon and test.
Nevaran 21:34, 24 July 2009 (UTC)

Just found out that the % of worker golem and war golem where changed by YOU again. Whats the point of me testing monster weaknesses if you just go around removing and changing the information to false information. Do you have anything against me? You seems to remove edit I make and screw all. Wish you go back and fix all the little errors you left behind.
--Kwigon the sharpshooter 22:39, 22 August 2009 (UTC)

Community content is available under CC-BY-SA unless otherwise noted.