- MarioWiki
- Henry Tucayo Clay
Ok, we can wait until she comments, but I for one believe this is not a case of whether the editor wants to leave the tag up but whether the tag is actually necessary for the article.
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Wonderful. Simply splendid.Walkazo said:I changed the PM templates and bestiary draft (User_talk:Megadardery/Sandbox#Enemy_Stats_chart) to have the lighter-coloured backgrounds (now it's the sane as the backgrounds of the nav templates, so really, it's better this way in more ways than one). I also finished all the rest of the templates (for now - some of them have pretty sparse stats and will hopefully be able to have more stuff added down the road). The examples are (still) here (User:Walkazo/Essays#Infoboxes), and the specific templates are:Dr. Mario said:Sorry for not being here, I was sooooooo busy during Christmas, spending hours on creating high-quality mods for Garry's Mod (it paid off, too), I haven't had the time to check the wiki. Oh, I remember the bestiary, I brought up my issues with it, especially how it negatively impacts resolution. Hmm, I think the background color under tattle can be slightly lighter for the sake of better contrast (also, tattle text can be lengthy, more the reason to make it readable). As for color coding, you should also color match in the Legend as well but make sure the text has a blue background that matches in the infobox, so it looks highlighted. That way, people can see the text.
Anyway, take your time. I'm not trying to instill pressure on you if that's you how perceive it. I'm looking forward to replacing those crappily-placed infoboxes though since they're bugging me like a never-ending itch.
User:Walkazo/Test - pmenemybox - PM
User:Walkazo/Test2 - MLinfobox - M&L:SS
User:Walkazo/Test3 - pm2enemybox - PM:TTYD
User:Walkazo/Test4 - spmenemybox - SPM
User:Walkazo/Test5 - pitenemy - M&L:PiT
User:Walkazo/Test6 - pmssenemy - PM:SS
User:Walkazo/Test7 - bisenemy - M&L:BIS
User:Walkazo/Test8 - dtenemy - M&L:DT
User:Walkazo/Test9 - smrpgenemy - SMRPG
Pretty sure the current bestiary template design works too (although I forgot to check it on the wide screen when I was at work today, so I can only say for certain that it looks good on 1024px screens), no more tweaking necessary - or only small adjustments. So unless anyone has any other critiques, I'll try to set up and launch the proposal for implementing the new bestiary design and the horizontal infoboxes (including the redesigns, input and instruction regulations and expanded scopes that come with them) tomorrow.
The borders seem fine to me. The contrast is the right color IMO and looks very clean. Lighter colors would blend too much with the tattle box below but not dark enough that it matches the header's colors.Shaggy said:Walkazo said:Pretty sure the current bestiary template design works too (although I forgot to check it on the wide screen when I was at work today, so I can only say for certain that it looks good on 1024px screens), no more tweaking necessary - or only small adjustments. So unless anyone has any other critiques, I'll try to set up and launch the proposal for implementing the new bestiary design and the horizontal infoboxes (including the redesigns, input and instruction regulations and expanded scopes that come with them) tomorrow.
No major objections, but I feel that it went slightly overboard with the borders under the stats in the bestiary, it really pops up and looks slightly out of place.
Not enough contrast (with the background) was why I stuck with the original colour rather than lightening the lines with the tattle block. Plus, I think having the intermediate shade between the header at the top and the tattle at the bottom helps keep things balanced, rather than having the very dark headers contrasting massively with the rest (and I definitely want to keep the headers dark, as that's the PM colour, while SMRPG gets the lighter blue).Dr. Mario said:The borders seem fine to me. The contrast is the right color IMO and looks very clean. Lighter colors would blend too much with the tattle box below but not dark enough that it matches the header's colors.Shaggy said:No major objections, but I feel that it went slightly overboard with the borders under the stats in the bestiary, it really pops up and looks slightly out of place.
My TTYD infobox draft already has everything, so just copy it like with the PM one (but then manually add all the values, I guess):Shaggy said:Other than that, I want to do the same to the PMTTYD Bestiary, however I'm not sure how to "convert" the stats from this chart (File:Pm2enemystats.png) to a familiar format. The maker of the chart, Jdaster64 (User:Jdaster64) has been inactive for a little while, he has a twitter and a smashboard account though (he has been fairly active on both of these, but I don't have accounts on neither of them). Otherwise, tomorrow, I will *hopefully* sketch the SPM bestiary too.
***For coins, instead of having the min and max separate, I just explain to enter it as "min - max" when there's a range. Admittedly, there's no horrible rate calculations using the "Ex%" value: I checked the explanations and whatnot (quoted below), but it just seemed like too much messing around for so little gain (which in turn is hard to succinctly communicate in infoboxes anyway, especially when 3 coin levels are involved).broken up to show that it's all here said:|hp=
|atk=
|def=
|level=
|exp=
|coins=***
|sleep=
|stop=
|dizzy=
|confuse=
|burn=
|freeze=
|tiny=
|soft=
|fright=
|gale=
|ko=
Like, what are you supposed to do for enemies with two possibilities? KP Paratroopa is 1-2 with 70%, so is the chance of getting 2 (0.7*0.7=49%), meaning 1 is 51%, because if 1 was (0.3*0.3=9%) then what happens the other 42% of the time? Or is it 1 = 9% and 2 is 81%? Or is it just 70% vs. 30%? And what about things like Koopa Troopas only having 1 coin possible, but an ex of 70%? It really is not explained well.the thing said:Coin Drops: Each enemy has a minimum and maximum number of coins they can drop. If the max is greater than the minimum, each additional coin has an Ex% percent chance of dropping; for instance, Hyper Goombas have a (0.3*0.3) = 9% chance of dropping 1 coin, a (0.7*0.3*2) = 42% chance of dropping 2, and a (0.7*0.7) = 49% chance of dropping 3 coins. Since the Ex% value is always over 50, the higher numbers of coins are typically slightly more likely than the lower ones.
Walkazo said:Not enough contrast (with the background) was why I stuck with the original colour rather than lightening the lines with the tattle block. Plus, I think having the intermediate shade between the header at the top and the tattle at the bottom helps keep things balanced, rather than having the very dark headers contrasting massively with the rest (and I definitely want to keep the headers dark, as that's the PM colour, while SMRPG gets the lighter blue).Dr. Mario said:The borders seem fine to me. The contrast is the right color IMO and looks very clean. Lighter colors would blend too much with the tattle box below but not dark enough that it matches the header's colors.Shaggy said:No major objections, but I feel that it went slightly overboard with the borders under the stats in the bestiary, it really pops up and looks slightly out of place.
It's easy to put the data in the chart alright, but I was referring the status aliments data being multipliers. It does not specify the likeliness of inflecting the status, neither it does specify the number of turns the enemy is inflected. That's why I don't want to start drafting it right now, otherwise, the coins are a bit too technical for the bestiary (also the A.I. stuff, but I'm not sure how the community thinks of it). So including it in a simple format is perfect.Walkazo said:My TTYD infobox draft already has everything, so just copy it like with the PM one (but then manually add all the values, I guess):Shaggy said:Other than that, I want to do the same to the PMTTYD Bestiary, however I'm not sure how to "convert" the stats from this chart (File:Pm2enemystats.png) to a familiar format. The maker of the chart, Jdaster64 (User:Jdaster64) has been inactive for a little while, he has a twitter and a smashboard account though (he has been fairly active on both of these, but I don't have accounts on neither of them). Otherwise, tomorrow, I will *hopefully* sketch the SPM bestiary too.
If you can rely on me, I can say that it doesn't blatantly look like it's under construction. It might have a strange amount of detail paid to Amada Anime Series: Super Mario Bros. compared to the DiC cartoons but otherwise, if you were a complete nub at Mario series, it would look complete at first glance. And I do think construction template is used for this too, but I have so much trouble between the two so it ends up being purely personal preference.Walkazo said:Given how massive the Mario page is in general, having a "rewrite-expand" template might seem a bit silly, even if it is true when it comes to certain topics.
Although my general feeling is that Construction is best used when a page has conspicuously under-construction chunks: empty or missing sections, half-finished tables, etc. Not sure if the Mario page's under-construction-ness is blatant enough to need to warn/apologize to the readers (but I haven't checked the page in a while: my computer doesn't like loading it - usually I jump straight to an editing window, do what I need to do, and then stop loading the page as soon as I know the edit's gone through).
IMO, I think it's more of a warning that "major changes may be made so don't be surprised if you suddenly find a 16-paragraph synopsis on how truly epic Nintendo Puzzle Collection is". As for bad impressions, any other improvement tags would do pretty much the same thing too, and as I said, most other major character pages have this tag already, so establishing a good impression may be out of question at this point.Hobbes said:From my point of view, there's nothing in the page that would make apologizing to the readers necessary. Rather, the template would give a bad impression to readers.
I don't really see the difference of the in-stat borders, can you show a comparison? I used this to compare it might not be appropriate.Shaggy said:Walkazo said:Not enough contrast (with the background) was why I stuck with the original colour rather than lightening the lines with the tattle block. Plus, I think having the intermediate shade between the header at the top and the tattle at the bottom helps keep things balanced, rather than having the very dark headers contrasting massively with the rest (and I definitely want to keep the headers dark, as that's the PM colour, while SMRPG gets the lighter blue).Dr. Mario said:The borders seem fine to me. The contrast is the right color IMO and looks very clean. Lighter colors would blend too much with the tattle box below but not dark enough that it matches the header's colors.Shaggy said:No major objections, but I feel that it went slightly overboard with the borders under the stats in the bestiary, it really pops up and looks slightly out of place.
Unfortunately, I wasn't clear, I meant the borders between the stats. Three pixels is a bit too much, I personally prefer this look. I don't understand why the borders were added in the first place but I'm not opposing that. Two pixels border doesn't look bad.
Compare User_talk:Megadardery/Sandbox to the PM infoboxes in User:Walkazo/Essays#Infoboxes. Within the sandbox, there's also the one line above the tattle that's still 3px, vs. the other 4 lines that are all 2px.Dr. Mario said:I don't really see the difference of the in-stat borders, can you show a comparison? I used this to compare it might not be appropriate.
We're going to have do to the unthinkable: play the game.Walkazo said:but no clue where we can find the base exp (same problem with all the Internal ID variables: we have a few, but not all of them, so there's gonna be a lot of blank cells).
It'll actually be way easier than having to fight all the enemies in turn-based RPGs. Like, I can shotgun the game in a couple days if I have time. Which I don't, sadly.Chiaki Nanami said:We're going to have do to the unthinkable: play the game.Walkazo said:but no clue where we can find the base exp (same problem with all the Internal ID variables: we have a few, but not all of them, so there's gonna be a lot of blank cells).
<Tailmon>: well the np guide seems to call the fire things "fireplaces"
<Tailmon>: don't see anything about it called "fire lamp"
<Tailmon>: i'll check the other thing
<Tailmon>: the guards just seem to be referred to as guards
Nope, it's exactly the same. On the plus(?) side, one page of the Prima guide refers to them as "giant Turtles", with that exact capitalization, so I guess it shows that they half thought of it as a name, maybe? The original user who created the article is long gone, so "giant turtle" is technically what we're stuck with.Walkazo said:Hopefully "Ankoopa" is in there because yeah, "giant turtle" seems like more of a half-assed description than a proper name.