Kingdom Hearts II Final Mix: Enemy Journal Entries
I can make screenshots of the entries but neither write them down nor translate them. I don't know who's responsible for the entries of the exlusive KH Final Mix enemies (maybe someone from gamefaqs?) but can you, BebopKate or Yuanchosaan translate them or know someone who can?--ShardofTruth 20:25, June 7, 2010 (UTC)
- Okay, I tried to get the Japanese writings recognized by two different OCR softwares (RedIris Pro 12 and Smart OCR lite Edition), but I got no satisfactory result, even with a lot more bigger images and better contrast etc. The KHII font seems to be very complicated or strange, I don't know. Maybe you have an better idea, here are the images. --ShardofTruth 13:35, June 18, 2010 (UTC)
- Well, apparently I've lost my source. Putting that aside, what do you want to do with the "Notes"? --Neumannz, The Dark Falcon 20:58, July 16, 2010 (UTC)
- I'd appreciate it if you could take a look before the video inevitably gets deleted. --Neumannz, The Dark Falcon 05:06, July 21, 2010 (UTC)
KH & KHFM gummi enemies
Yes I know, it's a bit early to talk about them, the KHII section isn't even finished yet. But maybe you have an idea how to adapt the template for them. This is an extreme example from the Ultimania. Not every ship has two variants (Omega is the only ship that as a "C" variant) or sub variants (they just seem to affect the drops, maybe they are the "before/after rescue" equivalents, I don't know). Nearly every main variant (A, B or C) has a different Final Mix appearance, the stats are the same though.--ShardofTruth 22:41, July 22, 2010 (UTC)
BBS Ultimania and Mirage Arena
I'm using part of Neumannz work for the Mirage Arena on this one:
|★☆☆☆☆||Day of Reckoning, Risky Riches||50||10||13||4|
|Wheels of Misfortune||55||12||16||5|
|★★☆☆☆||Weaver Fever, Dead Ringer||60||15||19||7|
|Combined Threat, Harsh Punishment||85||27||24||13|
|★★★★☆||A Time to Chill, Copycat Crisis||105||45||30||16|
|★★★★★||Keepers of the Arena||130||63||36||19|
Strength and Defense are fixed, HP and EXP must be multiplied (except for the bosses). --ShardofTruth 08:47, September 9, 2010 (UTC)
Unversed stats, Battle Levels and Mirage Arena
|Event||Before completing Radiant Garden||After completing Radiant Garden||After unlocking Keyblade Graveyard||Final Episode||After Final Episode||After beating Vanitas Remnant|
|Land of Departure||1||#||1||1||#||1||8||1||1||#||8||1||1||13|
|Castle of Dreams||2||2||1||3||3||2||5||5||4||8||8||8||4|
*called Badlands before unlocking the Keyblade Graveyard, the battle level of the fight against Vanitas Remnant is considered 99 by the Ultimania
#can't be visited at this point
The battle level of Terra and Ven after completing the Final Episode can be glitched so it stays the same as before completing the game. Some argue that the glitch is the increasing of the battle level instead. But that would mean that the level of the Keyblade Graveyard wouldn't rise from 9 to 10 which is cleary the case in the Japanese version and described by the Ultimania. --ShardofTruth 22:18, October 26, 2010 (UTC)
So here's a rough draft for both Master Xehanort and Vanitas. I also responded to your message on my talk page, so it would do you good to read that, as well. Anyways, here goes nothing:
I hope you approve. Keep in mind that these are, again, ROUGH DRAFTS. Please see this, as I said on my talk page, to see my other plans for template revamps in terms of our BBS theme. As MX and Vanitas are used in other templates in the link above, we may wish to reconsider the characters we use for this Split template. And depending on what feedback you give in terms of updating the other templates for a BBS theme, I'll ask TNE to help me make images for that, et cetera. BebopKate technically gave us the green light to begin transitioning, et cetera, but I thought it best to wait a bit and see what developed. - EternalNothingnessXIII 19:09, October 20, 2010 (UTC)
I and my friends, initiate to create a Italian Wikia
can you create the links for the other wikias? (franch, english and deutch)
thanks^^--PRISON KEEPER 10:20, October 24, 2010 (UTC)
http://i53.tinypic.com/2yxky10.jpg - A lot of the rooms in the Keyblade Graveyard had this name, places like where the lingering sentiment had kneeled down onto the Ends of the Earth. http://i52.tinypic.com/44501.jpg - Where you fight as the Lingering Sentiment
- http://i51.tinypic.com/ejbwww.jpg - Where Aqua ends up
Character Selection (キャラ選択用 Kyara Sentaku You?, lit. "For character selection")
Sora's Mind (ソラの精神世界 Sora No Seishin Sekai?, lit. "Sora's Soul World")
Terra-Xehanort's Mind (テラ-ゼアノートの精神世界 Tera-Zeanōto No Seishin Sekai?, lit. "Terra-Xehanort's Soul World")
Inside the Mirror (鏡の中 Kagami No Naka?)
The coverage in your template is pretty comprehensive, but the articles need a couple of extra bits which probably can't be coded. We need to account for the Clock abilities unlocked when leveling the weapon up, as well as for the points where the finisher is used at lower Clock levels. Probably these can be covered best with footnotes and a template like this one, respectively. What do you think?
- I honestly don't understand how Clock abilities work; I'm just adding all the info I saw in the Ultimania.
- For levels, I don't think so. The template is already heavily extended. However, depending on how exactly levels work, we might end up splitting the template into having five tabs, like with Days Keyblades, but I'm worried about how the clock abilities would work with that.(ಠ_ೃ) Bully! 06:30, November 28, 2010 (UTC)
Well, the ability tree for each Keyblade starts with only 4 or 5 abilities available, with the others being unlocked as the Keyblade level goes up. So with the Kingdom Key, Auto-Potion, Medic, Magic Boost and Attack Boost are the only abilities that can be activated. As more abilities are unlocked (in this case, Spirit Magic, then Shell, then Protect, and finally Spirit Attack), you have the option to select which one is activated as you fill up the Clock Gauge. So once you've got Kingdom Key 3.0, you can choose to activate Shell at Clock LV2, Magic Boost at Clock LV3, and Spirit Attack at LV MAX, after which you use your finisher and the gauge empties. Or you can choose to activate Spirit Magic at LV3, and you'll activate the finisher instead of going to LV MAX. On the Ultimania page, each ability is marked with the weapon level number, and each ability that cuts to the finisher is marked with the finisher symbol. --Neumannz, The Dark Falcon 07:07, November 28, 2010 (UTC)
- Jeebus, that's what those meant? I thought it was something like the Finisher trees in BbS...umm, I think that we can most easily display those as separate tabs, but the code is going to be hellishly long on each page, though I can think of a few shortcuts.
- What does the little star symbol thing mean? And why do some of the abilities not continue up through the tree?(ಠ_ೃ) Bully! 23:16, November 28, 2010 (UTC)
The finisher symbol indicates the end of a path through the ability tree. At this point, once your gauge has filled up its current level, you can execute your finisher. Once you've done that, your gauge empties to LV1, like when using a finisher in BBS. (This means that only the LV1 ability stays active)
Some of the lower-level abilities let/make you activate your finisher early if you choose that path. So if you choose a path through the Kingdom Key tree that lets you use Spirit Magic at LV3, you'll use your finisher without going to LV MAX.cooking up something for the Overclock ability trees. Still haven't implemented level distinctions or any fancying up, but at least I got all the gorram lines to go where I want... --
- Wait...each ability leads to every ability on the next rung, unless it has that blue marker, in which case it doesn't lead to any others.
- You said the blue markers were finishers, right? It seems like it would be much simpler to simply mark the finishers out of a list of abilities, and then explain on Clock Abilities that leveling-up thing.
- What I mean is, look at rung 2 for any of them. Every ability on rung 2 leads to every ability on rung 3, unless the rung 2 ability has the blue mark. I'm pretty sure you said those were the "Finishers", so for the purposes of the Infobox, it would be simpler and make more sense to simply mark the finishers (either with an icon, or by bolding, or something else). The system behind these could then be explained on the Clock Abilities page, and gaining the ability itself could be covered on the ability page. For example, with KH Days weapons we list the abilities they can have, then list how to activate those abilities on the gear page (with ability units), and list where you can get the ability on the ability page; or with KH2 abilities, we list the Keyblade's abilities but that only on the weapon page, and explain how equipment abilities work on the main Abilities page.
- So, instead of implementing the graphic tables you've done, we could simply keep the infoboxes we have now, and mark the "Finishers" somehow.
- Nonono, we keep the current template which lists what levels they activate at, and we add in a marker for the finishers. That way it has everything your flowcharts had, but more compact.
- Weren't we planning on making different tabs for each level? Like with the Days Keyblades?
We were?!I guess that would work, though. It would also mean we can take out the "Names" section and just leave in the amount of EXP to the next level. (Would that fall under "Obtained"?) --
- Probably. It would make the coding easier to do that, certainly.
Arena MatchesAbout to expand Minigames template to include the matches. What to do re: FM matches? --
- Also, what exactly is the order of the matches? The one in the Arena template? --
- No idea. I just went on the order the BbSFM site mentioned them.
- Because all the Stone types have little mini-games behind them explained on the enemy's page, and the other parts of that list are simply stating the changes. All the FM and FMII drop changes are handled like that.
Okay, that makes sense, I didn't know that's how they're supposed to be handled. I've also never played the FM's, so that makes sense too. I also apologize for the questioning. I know you keep reverting my edits, and though I know it's for the best, I just like knowing why you do it so I don't keep making the same mistakes. --Never fear ... Superdog is here! Yipee! :D 22:09, December 14, 2010 (UTC)
- It might end up being worth changing the FM bits into sections, but I'd prefer if you brought it up in a forum, since there would be a lot of duplication for most articles.
Keyblade Glider controlsGetting conflicting info. We have a screenshot with Terra's attack being スキッドチャージ, and I have youtube footage of it being スキッドバースト. What to do? --
Need guidance...on the management on the Magic Boost articles. Right now there's the item, the COM ability, and the Re:coded ability dubbed "Magic Upgrade". I assume a disambig page would be called for, but what else is gonna be needed? --
- If the both abilities have the same original name, they should be same article. I think the established hierarchy is "characters", "items and weapons", "abilities".03:45, January 12, 2011 (UTC)
- They had different Japanese names, if that's what you mean. "Magic Boost" in English is "Magic Up" in Japanese, and "Magic Upgrade" in English is "Magic Boost" in Japanese.
- So maybe the three articles should be "Magic Boost (item)", "Magic Boost (KHCOM)", and "Magic Boost (KHR)"?
- The "youmay" will need to be changed, too... somehow. --
- Oh well then yes. Treat it like Combo Boost.
- So, "Magic Boost", "Magic Boost (ability)", and "Magic Upgrade".
- Could we move "Magic Boost" to "Magic Boost (item)"? "Magic Boost" could just redirect to the disambig, but I really don't want to leave that article with that title. --04:34, January 12, 2011 (UTC)
- If you really want to, but in every other situation that I know of (Deep Freeze, Glacier, Hummingbird), the item gets the main article while abilities and others get the qualifier. From a practical standpoint, items are linked much more often (treasures, and such), and it would be painstaking to correct each and every one of them.
- So, yes, we could move it, but we'd be obligated to do it for all similar situations.
- List (ignoring all qualifiers to character names)
Absolute Zero - between weapon and shotlock, shotlock is qualified
- Berserk - between ability, limit break, and reaction command, all are qualified. Poss. suggest merging, a la Holy.
- Blaze - between weapon and deprecated material type, weapon is qualified. Suggest removing qualifier from weapon, and replacind disambig with youmay.
- Blind (status) - no other uses of Blind, suggest removing qualifer.
Combo Boost - Japanese Combo Boost dubbed to Combination Boost
- Confusion (status) - no other uses of Confusion, suggest removing qualifier
- Crime & Punishment - between weapon and ability, weapon is qualified. Suggest reversing (qualifier for ability, which redirects to Final Form anyway)
- Dark Impulse - between Duel Sleight and Finish Command, Finish Command is qualified. Suggest qualifier for both [(sleight), (command)]
Deep Freeze - between weapon and command, command is qualified
- Diamond Dust
- Magic Boost
- Summon Boost
- Sweet Memory
- Ultima Weapon
- OK, how about (and I'm not trying to distract from the previous case, this is just a new question) "Magic Bracer" and "Attack Bracer"? The Japanese names in COM and Days, respectively, were "Magic Guts" and "Attack Veil", again respectively, while in Re:coded they're "Spirit Attack" and "Spirit Magic". --
- For abilities with different Japanese names and the same English name, I specificied the game, as with Summon Boost.
- "the consumable item", "the ability named Magic Boost in the dubbed games", "the ability named Magic Boost in the original games", pro'ly.
Next QuestionI think the commands in Re:coded should be covered under "Command Matrix" instead of merging with Deck Command. Agree or disagree? </Hollywood Squares> --
- I have no idea how they work, so go ahead.
It's not appropriate......to make comments about "Aqua's wetness". ~_~ --
- I see what you did there...
Please remove TropicalWikis totally from Forum:Revote
We are currently not accepting big wiki imports. --Will k 07:25, January 13, 2011 (UTC)
You've been answered on http://meta.wikimedia.org/wiki/Talk:Visualizer_for_Wikimedia_projects#Does_this_work_on_wikia.3F
Month of the Thieves
Hey, come on, you made a mistake, so what? Everyone does. Don't put yourself down. EnglishJoker 13:51, January 14, 2011 (UTC)
I got my hands on the last Re:coded trophies and would like to upload them. How should they named? X Trophy KHREC.png (we use this ending for weapons and characters) or X Trophy RCO.png (the game template and the panels use this abbreviation). I will rename the other files as well. ----ShardofTruth 17:48, January 14, 2011 (UTC)
- The first one, for now. We could change it to KHRCO if people confuse it with Re:CoM, though.
Re: PNGI've been trying, but every time the only thing that moves is the categories, and I keep getting an error. --
- I've been working with one the techs to see what's happening with moves. We think that the problem was probably caused by the changes to the database structure made to prepare for MediaWiki 1.16. It looks like an action during the changes caused some strangeness.
- It doesn't appear that other images are affected - we tried new images and existing ones (here and on a test server) and could only reproduce the issues with these specific uploads. I got File:Venerable.png to work again by deleting and re-uploading, and can do the same for other files (or you can of course). I wasn't certain what the final destination was supposed to be, so didn't change the others yet.
- Please let me know if you see this with other images, hopefully it's just a one-off upgrade glitch! -- Sannse (help forum | blog) 00:19, January 15, 2011 (UTC)
- Speaking of this, only admins can move the image names, yes? Or is going to be more along the lines of reuploading them? Template:The Inexistentsig 16:52, January 15, 2011 (UTC)
re: KeybladesTemplate looks good, but just so that we're all square, the Japanese names for Wishing Star use asterisks (*) instead of actual stars. I can give you a link if you need. --
- I would like one, yes.
- I'm waiting on ShardofTruth for the correct sprite, but I can use one of the others in the meantime. Should it link somewhere?
- Also, is there a template to use * in a template? I think my adding of the IF statements messed up the Wishing Star names. --21:53, January 16, 2011 (UTC)
- I suppose you can link it to Clock Abilities if you want. You could also just have it be like Template:MG, so that it has mouseover text of "activates finisher" or somesuch.
- Also, I think I see what you are trying to do with the template, but I don't think it's necessary to combine the appellations between the English and Nihongo at that point, and the logic starts getting pretty tortured.
- Hrm. That might be redundant, but the Metal Chocobo appellations...okay. I went ahead and applied the katakana appellations as backups to the japname appellations, and Wishing Star is working now. If there was anything else you wanted it to have, go ahead and try it out.
- Regarding the finisher template, can't have mouse-over text along with a link, since the link overwrites with its own mouse-over. Which is better to have? --23:24, January 16, 2011 (UTC)
- Probably mouseover text.