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I am working on preparing page layouts via templates. I do realize that in some cases there are more pieces of information available that will be needed to add, but I am waiting until I receive some reports on these pieces of knowledge to find places for them (don't know the space it will take up till I see it after all).

Category:Templates

Do keep in mind that the templates I am making have certain requirements to them.

Forum:Image Recommendations

I will try to get at least one page using each template posted so that you all can see how to enter the information easily (that is the purpose of the templates after all).

I have a Weapon template to upload and convert to the current wiki capabilities, and I have several NPC and Bestiary images to upload. I have layouts for the bestiary and locations in mind but need time to prepare them (I am in college after all, can't do everything at once... wish I had my vacation weeks back that I spent on Domocamp). --Motarrisu 17:22, 14 January 2008 (UTC)

*hijacking*

I'm currently updating some pages, and I've come across some problems with Template:Items (see Vitamin A Pill). I am thinking of updating the template (I will try to keep the same format). There are some things I would like to change as well... I hope this is fine.

That is all (for now). --D-day 15:58, 20 June 2008 (UTC)

*hijacking #2*

I am officially too lazy to make a new template for Items, because it's complicated. :X I will make new pages with the current template, but I am probably not going to fill in as much as I should be able to, as I think it will look weird (see my previous post).

Monster template

Hijacking again.

I am thinking of improving the monster's template. Still thinking of what to add, so think of it as pitching ideas around. Most of the stuff are already there.

  • Job
  • Level
  • Element
  • HP
  • Experience
  • Skill (instead of Spell)
  • Behavior (entering a number instead of the whole sentence - which would be in the template)
(1) Will aggro if the player's health (or pet's) is half depleted
(2) Will aggro if it sees other monsters of the same type being attacked by the player
(3) Will aggro if the player is low level
(4) Will aggro whoever (that would the case for Bosses)
  • Notes (perhaps merging it with Behavior, and call it Notes)
A "revenge boss" (or something called like that) will appear if x number of monster is killed (approx.)
  • Related quests (i.e. killing the monster for a quest, not getting the item... most of them would known as Chivalry Quests)
  • Drop list
  • Pilfer list

As for the rates, I am undecided if it should still be included, as the percentage is too unreliable (the current luck of the character, number of samples used). The argument for keeping it would be that it serves as a guideline like the XP of each monster. The player would have to make sure that x number is killed, at Average or Moderate (whichever). That sounds troublesome (in my opinion). The player can, however, do it like this:

Split Bamboo (16%)
2x Iron Arrow (20%)

... instead of a seperate column. The best would be to kill either 250~500 monsters, and make sure the luck of the character is the same all the time.

The only items that should not be added in the Drop list is a Quest item that cannot be gained if the player did not start the said quest (obvious, but I just want to make sure this is known). However, some items from the Eversun Guide (Quest) will automatically be aquired no matter what. This, I think, should be added in the Drop list (I think that is already the case in the wiki).

The Indonesian website lists the stats of the monster, but I am unsure if these are the same for the NA version (or the EU version) of DoMO. This should be taken into consideration. The jWiki does not list these stats.

As for categories, having them listed by location is the most logical thing to do, or by level (1-10, 11-20,... just like quests). A sortable table would be nice as well (being able to sort them by level, job, location or element).

--D-day 18:58, 23 June 2008 (UTC)

Items template

Again, pitching ideas to improve the Items template.

Actually, there should be two different kind of templates:

  • Tools: Usable, quest items, etc.
  • Materials: Anything that are used for Alchemy.

This is the way it is shown when you toggle your inventory window in DoMO.

The only notable difference between the two is that one would have the Recipe and Alchemy.

If the item is used for upgrade, I'm unsure how to proceed that... but I would assume that most Materials are needed to upgrade a weapon.

Both need something related to Quests or, something like Other use.

Collection materials are needed for quests (Worker no.1, Elder)
Skills (Iron Arrow, Bolt from the Blouse)

It would be possible to just list these "uses" like... Uses right under the description or something. That would also fit for the usable items (recovery of %HP, or recovery of pet's %HP, double XP gain, etc.) Note that Dreamstone are used for relationship and possibly Dreamstone Powder... but that is currently unavailable in the NA version, for now. Dices give a random material, tool, or Onyx.

The template should loosely follow the Weapon's template... such as having Purchase From. There should be a Dropped by table, or something like Obtained by. This is because materials like Red Fragment are collected from Meditation, and Red Powder from refining it. Some items can be also obtained from quests, from the Seizer's Palace, from the Item Mall, or Alchemy. In the last case, a recipe for the item should be given. (It is also possible to get a Frog if you fail alchemy, just in case it should be noted)

--D-day 19:12, 23 June 2008 (UTC)

Templates ideas

The Seal Online Wikia has an interesting template for monsters. When someone edits the individual page, the stats are automatically updated on a shorter version. For example, an update on the Piya page will be reflected on the 1-15 page. This could be used for monsters, items, or anything alike. Just an idea, of course.

--D-day 14:39, 27 June 2008 (UTC)

More about templates

The short version for monsters will be done, much like weapons. Although I'm gonna change things around for weapons again, that is... just the format. Everything will follow.

Three categories to be done for any "items" (and thus, three different templates):

  • Tool
    • Usable (Portal Penny, HP, MP, Pets)
    • Quest only (e.g. )
    • Skills Tools (e.g. Frogs, Iron Arrows although these fall under Weapon in-game)
    • Others (e.g. Dreamstones)
    • Coupons
    • Onyxes
    • Events items
  • Materials
    • Harvested materials
      • In their own category (i.e. Forestry, etc.)
        • Refined
        • Raw
    • Others (pretty much everything else, for now)
  • Others (include durability)
    • Collection tools

--D-day 17:06, 11 July 2008 (UTC)

I forgot to add... if anyone is interesting in doing the tools/items template, I think the weapons should be finished first, just so we can keep a consistent format. There is a current problem with using divs, because of the ads. Right now, the NPC pages have the table code at the very beginning of its infobox template, so that the ad becomes a banner rather than an ad box-like (it pushes down the infobox, making the layout article completely awful looking). Please change your settings to "See all ads" (or something) when making/editing templates. Editors see less ads than those who do not log in. I remember reading that the Wikia staff is fine with the table workaround, as long as it's not overused.

I am currently thinking of how to present our data by looking at different wikis, as it might give good ideas. --D-day 17:43, 11 July 2008 (UTC)

Equipment Modification Template & Monster Capture

Equipment template need some modifications to make users able to add :

  • creation via upgrade
  • upgrade and modding items

And i'm able to add to the monsters an indicator to tell if they are trapeable or not. Who is able to edit templates now? Akumi (talk) 19:55, 05 January 2017 (UTC)

A trapping indicator sounds easier than a messy list, it would just need to blend in well with the rest of the monster template. As for the modding materials, this has been requested but I am not skilled enough to add such a major addition. Anyone with a user account should be able to make changes to templates.
Veigar (talk) 06:23, January 29, 2017 (UTC)

An indicator to tell if the monster is capturable is now present in Template:Bestiary (see Forest Kuku Egg and Bear God). Sayunar (talk) 18:04, 29 January 2017 (UTC)

What do we want to do for capture anomolies, i.e. Monsters that can be captured but cannot be sealed, an issue mentioned on the Monster Capture page? Should we have a "unseal" value that flags it as "Yes, but cannot be saved to the Almanac" or something like that? --HexZyle (talk) 20:11, January 29, 2017 (UTC)

I think that might be the more convenient option. Another possible option would be adding a second attribute for "capture notes". Maybe indicating that it's a current glitch as well? Sayunar (talk) 21:26, 29 January 2017 (UTC)

I wouldn't call it a glitch since the reason it can't be sealed is because it's not listed in the almanac at all (possibly due to Softstar's neglect to update the thing). I do feel a value to flag it as "Yes, but cannot be saved to the Almanac" would work just fine, like how there are various aggro differences.
Veigar (talk) 01:01, January 30, 2017 (UTC)

Sounds good. I modified it as suggested by HexZyle. Example here: Foxfire Fighter. --Sayunar (talk) 12:14, 30 January 2017 (UTC)

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