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Revision as of 17:29, 14 April 2008 by Essen (talk | contribs) ('''Armor Line Stats / Board Templates''')

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Sandbox Introduction

Play with things here!

Use the PREVIEW EDIT button and get a feel for what your changes in the edit window do to a page. This page is intended only for experimentation, so don't worry about messing anything up. --Beatrixkiddo 23:11, 2 April 2008 (CDT)


And here are some wiki elements to play with!

Fire

Asted.jpg

Template:Board stats 10 star force



Armor Line Stats / Board Templates

Addressed to the Permissions department whoever they are..

Greetings, I noticed it seems the Line Sheild pages have been lacking or inconsistent, So I put in abit of time coming up with a more unified template (complete with synth time / success rates which i have tested out personally) for Line boards given in the below example..

Board Stats
Photon [[{{{???-Photon}}}]] x3 Ore Acenaline x1
Hard material {{{Hard Mat}}} x1 - -
[B] Uses 5 Synth Rate 65-70%
Synth Time 0:30 [B] Used {{{Board}}}
{{Line shield board 1-stars
|???-Photon=
|Hard Mat=
|Board=
}}

The above sample demonstrates the 1star template and it goes on until 10 stars (haven't done 11 yet). The add to further benefits this templates will allow easier to edit Shield Line pages having less to edit and you can adjust on the fly any synth changes of all the pages in one go if sega ever performs another systems adjustments on synthing. The only exception to using this template are the few Shield Lines that requires a Bio material in synth they can use an optimal alternate one.

My 2nd Suggestion is an upgrade to the Shield Line Stats template to this:

Stats
Type
Line shields
DFP {{{DFP}}} Att {{{Att}}}
Rarity {{{{{rarity}}} star cell}} EVP {{{EVP}}} Acc {{{Acc}}}
Version {{{version}}} MST {{{MST}}} Tech {{{Tech}}}
MAKER {{{Maker}}} END {{{END}}} Req {{{Req}}}
{{Line shield stats 
|DFP=
|Att=
|rarity=
|EVP=
|Acc=
|MST=
|Tech=
|END=
|Req=
|Maker=
|version=
}}

I think those with the knowledge would know by now many shield Lines add extra Stats other than the simple DFP, EVP and MST. So this new template provides that. I hope these new suggestions are not too bold. But i do have the templates written up offline and ready to go. Open to any verdicts or rejections.

Regards Natasha Milarose 00:52, 13 April 2008 (CDT)

  • Mainly, I'm just bumping this up to the top of recent changes since I kind of flooded it with minor edits to a work-in-progress template. (Sorry about that. <_<) Anyway, I've been thinking recently about getting a single template set up that would use conditionals to determine the individual synthesis stats based on the entered rarity. That way, we'd only have to worry about a single template instead of multiple. But to be honest, I might be getting in a little too far over my head with that. I've successfully done the conditional template thing a few times, but my most recent attempts have not gone too well. <_<; - EspioKaos 01:59, 13 April 2008 (CDT)
  • That idea sounds better and should put mine as Plan B to fall back on espio, do you have any sample of the template so far, im feeling alittle committed to the shield Line pages at the moment lol. If needed i have collected data based on the current game adjustments on Shield Line success rates (from a 0 armor PM to a 100 armor PM) and its synth times. The only things that fall out of the common equations are the 'specail' Shield lines that use Bio materials, they have their own seperate success rates. Natasha Milarose 03:14, 13 April 2008 (CDT)
  • Conditionals on something like that is tough. You can't really use "If 1 then Acenaline, else if 2 then Wenceline, else if 3 than Aporaline..." because that is insanely messy. It'd really need to be more lookup-based stuff, which can be fiddly to set up within a template but that's a one-time problem. Anyway, as to your suggestion NM: You've got mixed terminology with those stats up there (Att, Acc and Tech vs. TP, DFP, EVP etc.). At this point I would just say "Since this is equipment, use the former" but there's a rarely-voiced disagreement with "which to use" and discussion on that one hasn't resolved yet. - Miraglyth 06:33, 13 April 2008 (CDT)
  • (Att, Acc and Tech vs. TP, DFP, EVP etc) i remember past arguments on that before, however thats not my concern as its not finalised and i was waiting for feedback like yours.. if theres a standard on what terminology yous have set then i would use that, however I'll prob stay out of that argument and see how things play out. It's not a big deal to me which version of those terminology yous use as its all the same. Well in the JP version they only have like the one type of terminology nothing complicated. I hope this terminolgy thing isn't something that would stall this idea for a while.. Natasha Milarose 07:02, 13 April 2008 (CDT)
  • Then yeah. I like this idea a lot. The line shields article used to list Att., Acc. and Tech. bonuses too, but it was taken out "because it's not important in a summary of shields for comparison, things like that are best placed in the individual articles". tbh I've never really agreed with that especially since those stats never were placed in those articles (see: Solid Line, which is essentially based on providing stats instead of slots) and many of them aren't currently documented here anymore! So yeah, it'd be a good addition, definitely. If that board table was meant to be new though, I'm not sure what's different. As to the terminology debate: I've no idea when that'll get sorted. It's something people clash on every so often but are unwilling to resolve. - Miraglyth 09:14, 13 April 2008 (CDT)
  • Nothing exactly is new on the board template its based on PSUpedias original concept except that certain values are now filled out completed instead of having to edit it seperatly on each page, since i discovered the Shield/Armor lines share alittle pattern while testing it out. There for the board template on each individual page you only need to fill out 3 values instead of the 6 or 7 since contributors are always lacking in completness and only fill in like 1 out of 7 values in a template, just think of it as a template upgrade also certain rarity of the template did not exist yet(?). I'll give this alittle more time to see if espios template idea which i see as plan A grows otherwise i might push ahead with my plan B if there are no objections Natasha Milarose 18:30, 13 April 2008 (CDT)
  • Alright, I've got an example ready. Really, it wasn't nearly as difficult as I thought it would be. By using the #switch function, I was able to make a template which automatically fills in materials and quantities based off of a single value, that value being the line shield's rarity. Ultimately, I'll do the exact same for the synthesis times and success rates. That's where the data you've collected comes into play, Natasha.  ;) Template:LS synth test is the template. Now, one thing I'm not certain of how to handle... the extra space. Normally this will be blank. That's easy to do; simply set a default value to be a hyphen. However, for the cell that lists the actual material name, I've hit a snag. I can set the default value as a hyphen for this, but I'm not certain of how I can allow a user to input a material name for the few cases when one is needed yet keep a hyphen when there are no extra materials (outside of requiring the user to type a hyphen). Well, without making a complete list of possible materials as acceptable entries. I'm not against doing that, but I'm sure there's got to be an easier way. Anyone know? - EspioKaos 10:02, 14 April 2008 (CDT)
  • I don't understand what you're asking. Can you give a few examples? Essen 11:44, 14 April 2008 (CDT)
    • Sure. In the case of most line shields, the fourth material cell will be left blank, but on a few, there will be a fourth material which will always be a biomaterial. When it comes to naming this cell, no problem. Type Biomaterial and that's what you'll get. Leave it blank and the default value will add a hyphen. Next up is the cell to the right of that one; the one that would list what material is required along with its quantity. I'd like a way so that by default a hyphen is shown if that value is left blank, yet if you type a material name in this slot (Extra mat., I called it) that material name will appear. The snag I've run into is that when I use a switch command with a default value defined, I don't know how to make it so that whenever anything is typed in that slot, that exact name will appear in the table. As it stands now, with a default defined, no matter what is typed, the default hyphen will be displayed since there are no other parameters defined. - EspioKaos 11:56, 14 April 2008 (CDT)
      • This? Essen 12:02, 14 April 2008 (CDT)
        • I think that's it. So an if instead of a switch. (Crossed my mind, but I think I'm still uncomfortable with ifs, so I was afraid to try them again. XD) Now, is there a way to by default make a hyphen appear in that cell when nothing is typed in? Would the standard #default declaration take care of it? - EspioKaos 12:10, 14 April 2008 (CDT)
          • Like this? Essen 12:29, 14 April 2008 (CDT)

Finding the NPC Value of an item.

This is most useful for pricing an item that is not available in an NPC store for sale in a player shop. The price the NPC store would buy the item from you is muiliplied by the item variable to give you the value of what the NPC would sell that item for.


For example: If you were to sell a monomate at the NPC store they would only pay 5 mesta. To find out what the NPC store would buy a monomate for multiply that 5 mesta by the healing items varible of 10. You get 50 meseta, which we all know is what a monomate is worth.

Item Variable (rounded to the nearest hundredth)

Weapon x 6.67 | Armor x 5.00 | Healing x 10.00 | Clothes x 100.00 | Synthesis x 20.00

--Lunezda 21:56, 31 July 2007 (BST)

  • Er, I just kind of randomly stumbled in here, but actually the rate at which you can resell items to NPCs depends on the item type -- most stuff like this was included in the Meseta article in early phases. Yeah, I realize it's kind of confusing when there's topics overlapping for two main subjects (Items and Meseta) to guess where such information would be listed, and that the past choices might seem arbitrary. Anyway, just so you know. >_> - Tycho 10:21, 11 October 2007 (BST)

Bullets page (well needed update)

After having looked at the Bullets page, I came up with a few things which could be changed that might help people running on 1024x768 (recommended resolution). The main problem is the PA Fragment statistics and cost tables which may not be a problem for people with widescreen users but for others it may look very cramped. - D-Scythe

With

Weapon
LV1~10
LV11~20
LV21~30
LV31~40
SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP
Rifle: Killer Shot 2  ?? 1 32(25) 3  ?? 1 40(32) 4  ?? 1 48(38)  ?  ?  ?  ?
Shotgun: Barada Maga 1  ?? 3 18(14) 1  ?? 4 24(19) 2  ?? 5 30(24)  ?  ?  ?  ?
Longbow: Chousei-Sou -  ?? 1 12 -  ?? 1 15 -  ?? 1 18  ?  ?  ?  ?
Grenade Launcher: Boma Maga 1 9 1 90(72) 1 9 1 120(96) 1 9 1 150(120)  ?  ?  ?  ?
Laser Cannon: Mayalee Prism -  ?? 1 36(28) -  ?? 1 42(33) -  ?? 1 48(38)  ?  ?  ?  ?
Twin Handgun: Twin Mayalee 1  ?? 2 18(14) 2  ?? 2 21(16) 3  ?? 2 24(19)  ?  ?  ?  ?
Handgun: Mayalee Hit 1  ?? 1 18(14) 2  ?? 1 21(16) 3  ?? 1 24(19)  ?  ?  ?  ?
Crossbow: Yak-Zangenga 1  ?? 1 12(9) 2  ?? 2 18(14) 3  ?? 3 20(16)  ?  ?  ?  ?
Throwing Blade/Card: Kyumeisei-shiki 1  ?? 2 28 2  ?? 3 32 3  ?? 3 36  ?  ?  ?  ?
Throwing Blade/Card: Masei-shiki 1  ?? 2 10  ??  ??  ??  ??  ??  ??  ??  ??  ?  ?  ?  ?
Machinegun: Mayalee Fury -  ?? 1 15(12) -  ?? 1 18(14) -  ?? 1 21(16)  ?  ?  ?  ?

(Will obviously be expanded upon to include the new bullets but this is just a demonstration)

Weapon Photon Art PA Fragments Effect
Rifles
Killer Shot 90 Incapacitate Lv2-4
Mayalee Shot 50 Sleep Lv2-4
Shotguns
Barada Chamga 25 Charm Lv2-4
Barada Maga 60 Lowers ATA/EVP Lv1-2
Longbows
Chousei-sou 75 Extra damage and range.
Slow firing rate.
Masei-sou 75 Knockdown and Stun Lv1-2
Grenades
Boma Duranga 50 Berserk
Boma Maga 90 Hits 1-3 targets.
100% freeze
Laser cannons
Phantasm Prism 25 Sleep Lv2
Mayalee Prism 90 Blow away (Knockback)
Twin handguns
Twin Penetration 90 Hits multiple enemies at once
with penetrating bullets
Twin Mayalee 60 Lower DFP Lv1-2
Handguns
Penetrating Hit 90 Hits multiple enemies at once
with a penetrating bullet
Mayalee Hit 60 HP steal. Hits two targets
Crossbows
Yak Zagenga 75 HP affects damage, Lv1-3
Lower HP = higher damage.
Yak Maga 60 Lowers ATP Lv1-3
Cards
Kyumeisei-shiki 60 HP steal Lv1-3
Masei-shiki 60 Lowers DFP Lv1-3
Machineguns
Mayalee Fury 75 Launch

Without

Weapon
LV1~10
LV11~20
LV21~30
LV21~30
Effect
SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP SE Lv. Rng(m) NoB PP
Rifle: Killer Shot 2  ?? 1 32(25) 3  ?? 1 40(32) 4  ?? 1 48(38)  ?  ?  ?  ? May incapacitate.
Shotgun: Barada Maga 1  ?? 3 18(14) 1  ?? 4 24(19) 2  ?? 5 30(24)  ?  ?  ?  ? Inflicts EVP/ATA down.
Longbow: Chousei-Sou -  ?? 1 12 -  ?? 1 15 -  ?? 1 18  ?  ?  ?  ? Extra damage, slower firing rate.
Grenade Launcher: Boma Maga 1 9 1 90(72) 1 9 1 120(96) 1 9 1 150(120)  ?  ?  ?  ? Hits 1-3. 100% freeze.
Laser Cannon: Mayalee Prism -  ?? 1 36(28) -  ?? 1 42(33) -  ?? 1 48(38)  ?  ?  ?  ? Blow away (Knockback).
Twin Handgun: Twin Mayalee 1  ?? 2 18(14) 2  ?? 2 21(16) 3  ?? 2 24(19)  ?  ?  ?  ? Inflicts DFP down.
Handgun: Mayalee Hit 1  ?? 1 18(14) 2  ?? 1 21(16) 3  ?? 1 24(19)  ?  ?  ?  ? Hits two targets. Steals HP (7%, 11%, 15%).
Crossbow: Yak-Zangenga 1  ?? 1 12(9) 2  ?? 2 18(14) 3  ?? 3 20(16)  ?  ?  ?  ? HP affects power.
Throwing Blade/Card: Kyumeisei-shiki 1  ?? 2 28 2  ?? 3 32 3  ?? 3 36  ?  ?  ?  ? Steals HP.
Throwing Blade/Card: Masei-shiki 1  ?? 2 10  ??  ??  ??  ??  ??  ??  ??  ??  ?  ?  ?  ? Def Down.
Machinegun: Mayalee Fury -  ?? 1 15(12) -  ?? 1 18(14) -  ?? 1 21(16)  ?  ?  ?  ? Launch