Difference between revisions of "Talk:Scarred Planet"

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m (Enemy spawn chart (tentatively simplified, rfc))
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* Simply put, don't trust these for a second. The B2 "initial spawn" often isn't (it is a spawn, but I'd question which spawn they considered initial) and the B3 spawns are just plain lol. - [[User:Miraglyth|Miraglyth]] 19:45, 15 December 2007 (CST)
 
* Simply put, don't trust these for a second. The B2 "initial spawn" often isn't (it is a spawn, but I'd question which spawn they considered initial) and the B3 spawns are just plain lol. - [[User:Miraglyth|Miraglyth]] 19:45, 15 December 2007 (CST)
 +
 +
== Enemy spawn chart (tentatively simplified, rfc) ==
 +
 +
Please comment: I removed most of the useless spawns and added a shortcut to A pattern.
 +
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Map route !! Pattern !! Block 1 details !! Block 2 details !! Block 3 details !! Rare spawn
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|-
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| rowspan="4" | [[Image:SP_center_stairs.png|center|thumb|Stairs at back, center]] || A-1 || '''Second spawn:'''<br>{{RareN |spawn= Bal Soza x1 ({{Lightning}} wand) & Go Bajilla x4}} || '''Initial spawn:'''<br>Golmoro x3 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
 +
|-
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| A-2 || '''Second spawn:'''<br>{{RareN |spawn= Bal Soza x1 ({{Lightning}} wand) & Go Bajilla x4}} || '''Initial spawn:'''<br>Vahra x3 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
 +
|-
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| A-3 || '''Second spawn:'''<br>Bal Soza x1 ({{Ice}} wand) & Go Bajilla x4 || '''Initial spawn:'''<br>Volfu x3 || '''Second spawn:'''<br>{{RareN |spawn= Bal Soza x1 & Grass Assassin x2}} ||
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|- {{Color-A}}
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| A-X || '''Second spawn:'''<br>Bal Soza x1 ({{Ice}} wand) & Go Bajilla x4 || '''Initial spawn:'''<br>Volfu x3 || '''Second spawn:'''<br>{{RareY |spawn= Grass Assassin x3}} || '''Block 3:'''<br> Rappy x2
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|-
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| rowspan="4" | [[Image:SP_right_stairs.png|center|thumb|Stairs at right]] || B-1 || '''Third spawn:'''<br>{{RareN |spawn= Vahra x5}} || '''Second spawn:'''<br>Volfu x3+2 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
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|-
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| B-2 || '''Third spawn:'''<br>{{RareN |spawn= Volfu x5}} || '''Second spawn:'''<br>Golmoro x3+2 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
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|-
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| B-3 || '''Third spawn:'''<br>Golmoro x5 || '''Second spawn:'''<br>Vahra x3+2 || '''Second spawn:'''<br>{{RareN |spawn= Bal Soza x1 & Grass Assassin x2}} ||
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|- {{Color-A}}
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| B-X || '''Third spawn:'''<br>Golmoro x5 || '''Second spawn:'''<br>Vahra x3+2 || '''Second spawn:'''<br>{{RareY |spawn= Grass Assassin x3}} || '''Block 3:'''<br> Rappy x2
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|-
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| rowspan="4" | [[Image:SP_left_stairs.png|thumb|center|Stairs at left]] || C-1 || '''Second spawn:'''<br>{{RareN |spawn= Golmoro x6}} || '''Initial spawn:'''<br>Go Bajilla x3 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
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|-
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| C-2 || '''Second spawn:'''<br>{{RareN |spawn= Vahra x6}} || '''Initial spawn:'''<br>Go Bajilla x3 || '''Second spawn:'''<br>Bal Soza x1 & Grass Assassin x2 ||
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|-
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| C-3 || '''Second spawn:'''<br>Volfu x6 || '''Initial spawn:'''<br>Go Bajilla x3 || '''Second spawn:'''<br>{{RareN |spawn= Bal Soza x1 & Grass Assassin x2}} ||
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|- {{Color-A}}
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| C-X || '''Second spawn:'''<br>Volfu x6 || '''Initial spawn:'''<br>Go Bajilla x3 || '''Second spawn:'''<br>{{RareY |spawn= Grass Assassin x3}} || '''Block 3:'''<br> Rappy x2
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|}
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* '''Pattern A, block 1:''' The Bal Soza element indicated is its TECHNICs element.
 +
* '''All patterns, block 3:''' ''Second spawn'' describes the spawn in the room to your left upon entering the block that can actually be skipped. The next spawn will be rappies if you got the rare map.

Revision as of 09:45, 29 March 2008

Minor Corrections

  • Changed A-1 initial spawn from Volfu x? to Volfu x2. I verified this and I will fill in the other Question Marks later - Varchild

Making an actual infobox

  • If you change the class type from "wikitable" to "infobox" it makes the table placement look a lot less awkward. However, it also removes the table borders both inside and outside along with any background color. I was able to put borders back in, but I can't seem to get rid of the wide spacing between cells. I also had to add a background color so that the horizontal header rules wouldn't bleed through. Of course, I'd like to get a set color scheme going for mission boxes; something different from the standard grays of the wikitables would be nice. Anyway, anyone have any suggestions? - EspioKaos 10:57, 3 November 2007 (CDT)
    • Kinda thing that the background color being the way the wikitable was would be good. But in hurry to get to work had just enough time to fix the spacing between cells.
      cellspacing="0"
      (do you know how to set image sizes..I cannot figure that out) -- KyTin 11:21, 3 November 2007 (CDT)
      • Ack, the extra thick borders look really odd in comparison to the rest of the tables. Considering that the infobox class is a wiki-specific thing, no matter what, it might be set to have thick borders. If that's the case, I think a light color, probably just white, would be best. Image sizes can be set by adding the dimensions you want the image (in pixels) in this format, 36x255px, to your image tag. For example, [[Image:GRM-logo.png|19x19px|G.R.M.]]. - EspioKaos 11:48, 3 November 2007 (CDT)
        • You can add the word thin after gray to the style block and it will make the borders thinner. You have the styles set in a lot of places though so you'll have to set it in a few places. I didn't want to make the change my self, thought you should see if you like that fix or not. Style tags work pretty much the same on here as with normal css files and inlines so stuff like this i can help with a lot thank god, don't feel totally useless anymore. -- KyTin 12:50, 3 November 2007 (CDT)
        • If you would like i can show you the changes and see what you think might take me a bit to change the style placements to get it to work right though. Just glad i can help with something that will be used around here a lot, hopefully it will be at least mission pages will be such a big help when filled in. -- KyTin 13:00, 3 November 2007 (CDT)
          • Sure, give it a shot. I've been messing around with it for a bit, but I still always end up with some of the cell borders remaining thick. XD - EspioKaos 14:06, 3 November 2007 (CDT)
          • OK, I started another page with an alternate design just so we'll have multiple places to share ideas. I think we could probably color-code the mission title cell to go along with whatever planet the mission takes place on. For example, gray for the Colony, blue for Parum, green for Neudaiz and red (or orange) for Moatoob. - EspioKaos 14:34, 3 November 2007 (CDT)
            • Oh my poor head, right after much fighting i think we need to drop that class to get it to look the way you want. Is there any way to look at the code for that class, if we keep using it the table code will be so cluttered and make people not want to work with it. -- KyTin 16:35, 3 November 2007 (CDT)
              • Yeah, it gets kind of annoying. XD However, my intent is to turn this infobox into a proper template (after we complete our design) where all you have to do is copy-paste a simple bit of code and fill in the labeled sections. That way, no one will ever have to fuss with the markup and HTML again.  ;) - EspioKaos 16:52, 3 November 2007 (CDT)
                • If only it was my beloved HTML... -- KyTin 21:55, 3 November 2007 (CDT)
                • Ouch my head hurts... but hey thats what you wanted it to look like right ;). -- KyTin 22:32, 3 November 2007 (CDT)
                  • I swapped the adjustments you made to the table in my sandbox to this page. I'm still toying with the idea of keeping the infoxbox dividers. ;) - EspioKaos 01:14, 4 November 2007 (CDT)

Article info

  • Is it just me, or does the rewards table look funny next to the infobox? D: We might have to find something else to fill in the space and put all other tables below the cutoff of the infobox. - EspioKaos 15:13, 2 November 2007 (CDT)
    • I do believe that the title over the rewards table is whats making it look funny because it runs through the info box. -- KyTin 15:15, 2 November 2007 (CDT)
    • Okay I think if you more info box to the left and the rewards to the right you might like that look a little better its different but. -- KyTin 15:26, 2 November 2007 (CDT)

Carried away but

  • Okay I will say this i got carried away with the C, B, A, S parts but there are redirects for fire, lighting, light to the page Elements.
    • Added them back.  ;) - EspioKaos 15:13, 2 November 2007 (CDT)

PA Fragments

  • With S & S2 missions both giving PA Fragments, and all the A Rank missions from Firebreak. It might be worth having a place to list this amount even though this could seem pointless most of the time. -- KyTin 15:14, 2 November 2007 (CDT)
    • It's already there. I've included PA Fragment rewards as a reference number next to the S level listing. When you click on the number, it will jump down to the line of text associated with it; in this case, the line saying that you'll get one Fragment for S-ranking an S-rank mission.  ;) I think I tried before to include the Fragment reward in the cells with Meseta and MP, but it looked really weird, so I opted for this method. I might mess around with that some more, though. - EspioKaos 15:23, 2 November 2007 (CDT)
      • There we go. I've adjusted the table to include the PA Fragment reward with the Meseta and MP rewards. Also got rid of some extra space that was in it at the top by combining a few rows. - EspioKaos 15:46, 2 November 2007 (CDT)
        • Looks good : ) -- KyTin 15:49, 2 November 2007 (CDT)
          • tbh I've never been fond of the PAF placement there. It adds two rows to the table, after all. Since all PAFs ever seem to require an S rank, might it be an idea to add a column there? - Miraglyth 17:37, 9 November 2007 (CST)
            • During Operation Firebreak A rank mission also dropped PAFs it might be a rare thing or something that never happens again. But it has happened and who knows what the future holds and the number of pages this is on to keep them all uniformed would require a lot of editing should this ever come up again. Not to say its 100% needed just why I feel it would be better to leave it in for now. -- KyTin 17:49, 9 November 2007 (CST)
              • For one thing, Firebreak was largely the exception that proved the rule. That said, Urgent Orders and friends were clearly not standard Free Missions, which all follow the same PA Fragment rule. - Miraglyth 07:25, 10 November 2007 (CST)
  • Columns kind of like this?
LV Req. LV Enemy LV Rank S Rank A Rank B Rank C
Meseta MP PAFs Meseta MP Meseta MP Meseta MP
C 1 5+ 800 21 0 525 14 250 7 0 0
B 10 25+ 2325 46 0 -- -- -- -- 0 0
A 25 50+ 3875 71 0 -- -- -- -- 0 0
S 60 100+ 6525 113 1 -- -- -- -- 0 0
S2 -- -- -- -- 2 -- -- -- -- 0 0
  • Personally, I'm more fond of the style already in the article. But, let's see what some others think on it. - EspioKaos 10:25, 10 November 2007 (CST)
  • I'm fine with the current layout. It has more flexibility, seeing as certain missions give out other items (like Bruce's). - Mewn 10:32, 10 November 2007 (CST)
    • Crap, I forgot about those! D: But, like you said, this will cover it just fine. Also, I believe the Episode 3 missions give out similar extra items. I saw that some folks got a Tylor Portrait by S-ranking the most recent story mission on A. - EspioKaos 10:38, 10 November 2007 (CST)

Is there a version icon

  • I thought that i saw a version icon on here somewhere that might be worth adding if you know where/how. -- KyTin 15:21, 2 November 2007 (CDT)
    • Yeah, we've got one, but I didn't use it since it would look a little awkward with it being so small and leaving such a large amount of open space in the "version" cell. - EspioKaos 15:23, 2 November 2007 (CDT)
      • Oh no I was thinking version with icon just so people see that this icon is this version more often. -- KyTin 15:27, 2 November 2007 (CDT)
  • What about using icon on the lobby to show if the lobby is AotI or not. -- KyTin 00:15, 3 November 2007 (CDT)
    • No need at all for the icon in these articles, to be honest. The version of the game is identified twice now; once in the appropriate field and another time by the AotI-only thinger that's now at the bottom of the page. That icon was mainly made for use in the weapons/line shields/items tables. ;) - EspioKaos 00:37, 3 November 2007 (CDT)

Planet

  • Might be a kick self in butt thing for not thinking about it sooner and maybe its not something needed. But was looking at some of the new pages and thought hmmm what planet is this place on? -- KyTin 14:52, 9 November 2007 (CST)
    • I figured a place for the planet would be unnecessary since I've color-coded each of the templates (in the mission name field) to coincide with its respective location. Gray for the GUARDIANS Colony and HIVE, blue for Parum, green for Neudaiz and orange for Moatoob. Also, with the field and mission counter names given, that should kind of clue folks in.  ;) - EspioKaos 14:55, 9 November 2007 (CST)
      • Forgot about the color coding lol, yeah i guess more people will know the start counters when AotI comes out. -- KyTin 15:08, 9 November 2007 (CST)

On Rare Spawns

  • Simply put, don't trust these for a second. The B2 "initial spawn" often isn't (it is a spawn, but I'd question which spawn they considered initial) and the B3 spawns are just plain lol. - Miraglyth 19:45, 15 December 2007 (CST)

Enemy spawn chart (tentatively simplified, rfc)

Please comment: I removed most of the useless spawns and added a shortcut to A pattern.

Map route Pattern Block 1 details Block 2 details Block 3 details Rare spawn
Stairs at back, center
A-1 Second spawn:
Bal Soza x1 (Lightning wand) & Go Bajilla x4
Initial spawn:
Golmoro x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
A-2 Second spawn:
Bal Soza x1 (Lightning wand) & Go Bajilla x4
Initial spawn:
Vahra x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
A-3 Second spawn:
Bal Soza x1 (Ice wand) & Go Bajilla x4
Initial spawn:
Volfu x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
A-X Second spawn:
Bal Soza x1 (Ice wand) & Go Bajilla x4
Initial spawn:
Volfu x3
Second spawn:
Grass Assassin x3
Block 3:
Rappy x2
Stairs at right
B-1 Third spawn:
Vahra x5
Second spawn:
Volfu x3+2
Second spawn:
Bal Soza x1 & Grass Assassin x2
B-2 Third spawn:
Volfu x5
Second spawn:
Golmoro x3+2
Second spawn:
Bal Soza x1 & Grass Assassin x2
B-3 Third spawn:
Golmoro x5
Second spawn:
Vahra x3+2
Second spawn:
Bal Soza x1 & Grass Assassin x2
B-X Third spawn:
Golmoro x5
Second spawn:
Vahra x3+2
Second spawn:
Grass Assassin x3
Block 3:
Rappy x2
Stairs at left
C-1 Second spawn:
Golmoro x6
Initial spawn:
Go Bajilla x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
C-2 Second spawn:
Vahra x6
Initial spawn:
Go Bajilla x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
C-3 Second spawn:
Volfu x6
Initial spawn:
Go Bajilla x3
Second spawn:
Bal Soza x1 & Grass Assassin x2
C-X Second spawn:
Volfu x6
Initial spawn:
Go Bajilla x3
Second spawn:
Grass Assassin x3
Block 3:
Rappy x2
  • Pattern A, block 1: The Bal Soza element indicated is its TECHNICs element.
  • All patterns, block 3: Second spawn describes the spawn in the room to your left upon entering the block that can actually be skipped. The next spawn will be rappies if you got the rare map.