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HoloCure Wiki:Discussion

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Please engage in wiki-wide discussions here, including feature requests and general review, thank you!

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Welcome to new HoloCure Wiki!

Following our decision to migrate from Fandom over to Wiki.gg, I am happy to announce that we have finally finished the process, and are ready to present you the new HoloCure Wiki at holocure.wiki.gg!

What has changed?

  • Less advertisements and no bloat content. The site only features ads from indie.io, a game publisher and the sponsor of wiki.gg
  • New clean UI for desktop and mobile.
  • Database now implemented using cargo, which makes editing skill and weapon details more accessible and efficient compared to previous implementation with data modules.

How can I help promote the new wiki?

As it stands, Fandom has the advantage in search engine algorithms and will almost always be the top result. Furthermore, fandom policies only allow us to maintain the migration notice on the site for two weeks. Here's what you can do to help us in this regard:

  • Share the news!
  • Install the browser extension wiki.gg Redirect'. This extension allows you to redirect a Fandom page you're about to visit to the corresponding Wiki.gg page. The extension can be found at https://wiki.gg/redirect/ and is available for Chrome, Firefox and Edge.
  • If you don't want to install the extension, try not to visit any Fandom links on the Google results page. The more views Fandom gets, the more prioritized their pages get.
  • Remind people on social media that they should screenshot or cite content from Wiki.gg instead of Fandom if you see them use Fandom's content!

What will happen to the Fandom wiki?

Fandom doesn't allow shutting down a wiki, so it will still exist and may be picked up by new users. But with the core team moving away we expect that it will be left behind as new content is added and the new wiki is updated.

Lastly, if you have any suggestions or find any issues, feel free to start a new topic below.

Taqx2 (talk) 06:16, 3 January 2024 (UTC)

Weapon stat changes

Since the fork we gained access to the Cargo extension, which allows storing data from different pages. Previously we used homebrew data modules to store weapon information, but those were not very performant. We skipped updating the weapon stats upon forking to get the site out faster, but as of now the weapons stats have also been updated to use cargo. The stats are now stored using the {{WeaponBoxC}} template in the weapon's page. The old data module will no longer be updated. The stats were manually copied over, so if you see any errors, let me know and we can get it fixed.Taqx2 (talk) 18:00, 9 March 2024 (UTC)

Holo X Break

I've been asked if the HoloCure Wiki is going to pick up the recently announced Holo X Break by the same developer, and personally I'm all for it. I asked for some advice on the wiki.gg discord on how to approach this and I was recommended to set up a new wiki for it rather than rent a room under this wiki. So, I would like to ask if the folks here are interested in taking part? –Taqx2 (talk) 16:42, 17 March 2024 (UTC)

I'm interested but don't expect frequent output (see my edit history here). Mostly just want to see our version get a head start on the inevitable Fandom version.--FEking83 (talk) 12:18, 20 March 2024 (UTC)

UPDATE: I put in an application to have a new wiki setup, however it was declined. I may give it another try some time after the game has launched. If that doesn't work out, we may need to look into some other options if we still want to do it, but for now the matter is on hold. –Taqx2 (talk) 10:24, 23 March 2024 (UTC)

Mumei Character interactions

Hey longtime player here. I have recently begun to play a lot of Mumei and was wondereing if Mumei's friend skill is influenced by the bettle item? Thank you for you'll help in advance. HoloWeeb

It doesn't. The damage is dealt by weapons rather than by Friend directly, so it doesn't get the buff. I'll add this to the skill details. –Taqx2 (talk) 11:28, 28 April 2024 (UTC)

Dark Mode?

Hello. If this request is in the realm of capabilities and is feasible, I would really appreciate a dark mode for this wiki. Can't speak for everybody but the long session and navigating between pages is really hard for me with how bright everything is. Not saying it should be pitch black, but more like how Dead Cell wiki does it. I hardly know anything about programming; if it's easy, I would really appreciate it. If it's hard, I will stick with the dark mode extension despite making some texts hardly visible.— Preceding unsigned comment by MlookSM.

Hello, the wiki does have a dark theme! You can toggle it by clicking the sun icon next to your user name in the top bar. The button may also appear as half-filled circle if you have the theme set to "automatic" in the preferences. –Taqx2 (talk) 15:16, 27 May 2024 (UTC)

ItemBoxC template, and Behavior vs. Notes in item pages going forward.

Hello,

Long elaboration contained therein to save space:
I've been compiling all sorts of information in my user page and plan to insert most of it in the relevant pages, hopefully before the 0.7 update. I've currently only done so for the Sake and Breastplate pages. Before I start going around potentially vandalizing things, I'd like to ask for opinions & clarifications.

Currently, most of the item page sections are arranged in an Upgrades/Notes/Tips/Trivia/History/References fashion. I did notice, however, instances of a "Behavior" section, as well as Taqx2 merging a "Notes" section into one (Sake), which does make sense seeing how items don't have their own equivalent of a WeaponBoxC or SkillBoxC that allows for further elaboration on how they work. Are there plans for an eventual "ItemBoxC"?

The answer to this question could influence how I choose to move forward with adding information to these sections as adding a collapsible table, like I did for Sake is probably not going to be particularly productive if an ItemBoxC is in the works. My alternative solution is to make liberal use of textless ImageLinks (Sake Icon.pngBody Pillow Icon.pngHeadphones Icon.png) to squeeze as much data in as little space as possible and, at the end of the day, there's the option of making separate pages out of these tables, with no constraints on verbosity. Here are some samples:


>> Option 1: This is what the table I added to Sake looks like.

Small sample 1 (simple):
Combination Result
Sake Icon.png + Body Pillow Icon.png Sake is not affected as long as the shield is still up.
Sake Icon.png + Body Pillow Icon.png + Plushie Icon.png Sake is not affected when delayed damage crosses over from shield to HP.
Sake Icon.png + Headphones Icon.png Sake is not affected on activation.
Sake Icon.png + Injection Type Asacoco Icon.png HP drain does not affect Sake.
Sake Icon.png + Short Height Icon.png Sake is halved on activation, but not affected when invincible.
Sake Icon.png + The Ancient One Icon.png Sake is not affected when touching Harmless Takodachis.
Sake Icon.png + Whisperer Icon.png Sake is halved on activation.
Sake Icon.png + Mother Nature Icon.png Sake is not affected when invincible.


>> Option 2: This is what the table I maintain in my user page looks like.

Small sample 2 (debug):
Combination Result Version Tested
Sake Icon.png + Body Pillow Icon.png Sake is not affected as long as the shield is still up. 0.6.1695147089
Sake Icon.png + Body Pillow Icon.png + Plushie Icon.png Sake is not affected when delayed damage crosses over from shield to HP. 0.6.1695147089
Sake Icon.png + Headphones Icon.png Sake is not affected on activation. 0.6.1695147089
Sake Icon.png + Injection Type Asacoco Icon.png HP drain does not affect Sake. 0.6.1695147089
Sake Icon.png + Short Height Icon.png Sake is halved on activation, but not affected when invincible. 0.6.1695147089
Sake Icon.png + The Ancient One Icon.png Sake is not affected when touching Harmless Takodachis. 0.6.1695147089
Sake Icon.png + Whisperer Icon.png Sake is halved on activation. 0.6.1695147089
Sake Icon.png + Mother Nature Icon.png Sake is not affected when invincible. 0.6.1695147089


>> Option 3: This is what my "simple condensed data" alternative would probably look like for Sake, based on what I did with Breastplate:

Behavior

For the purposes of this item, "taking damage" means coming in contact with an enemy or an enemy attack, including projectiles. Active items, skills and Special Attacks can influence the outcome.


>> Option 4: This is the "debug" version of it that would probably end up sitting at my page:

Behavior

For the purposes of this item, "taking damage" means coming in contact with an enemy or an enemy attack, including projectiles. Active items, skills and Special Attacks can influence the outcome.


At the end of the day I'm not sure even if the condensed format can fit in a potential ItemBoxC gracefully, making a table necessary. Then there's the issue of visibility, as this wiki's Light theme is... pretty bad with icons and I have no idea what the wiki looks like on mobile. Finally, I don't know which format will be easier for others to maintain, as one requires an understanding of tables, and the other can be hard to version control. I could end up using Option 3 in the pages and providing a link to a new page with Option 2 to allow for better version control but that would mean maintaining two pages, which will most likely go very poorly. The good news is I can only see Sake, Body Pillow, maybe Headphones, and Knightly Milk requiring that sort of treatment, though I can see anomalous/buggy items like Focus Shades & Beetle as well as future items joining that group.


Also if ItemBoxC is not a thing, should I be killing "Notes" sections as I go and splitting their contents between "Behavior" & "Tips"? I'm not a big fan of rewriting people's work but a lot has changed since those Ver. 0.3 entries I'm currently looking at.


Opinions? Thoughts?

Q1: Is ItemBoxC a thing?

Q2: Which option do you think is better for the purposes of this wiki?

Q3: Should I be killing "Notes" sections in item pages as I go, splitting them into "Behavior" & "Tips"? (see Breastplate, most of them are practically "Behavior" sections)


--Tziouv (talk) 14:06, 22 September 2024 (UTC)

Hi, I think this is a very useful addition to the wiki, so I'll try to answer the best I can that we can make this work. First, there aren't really plans to make an "ItemBoxC" template or add the collapsible details section to the template as of now. The main driver for the collapsible sections in the skillbox templates is to make the character pages more compact, as you have 5 of these per page (weapon, special, 3 skills) and the detail sections for more complex effects can sometimes get a bit long. We could add the collapsible details in the item pages to be consistent, but it really isn't necessary, as there is only have one box per page and the pages are generally are rather short.
Second, personally I think the tables you've been using so far work really well. If I may, I do have a couple of suggestions for improvements. First, I would suggest using the "wikitable" class instead of "article-table". The latter is a remnant from the old wiki, which doesn't have styling set up and we are trying to phase them out. Second, think it would make it a bit more clear and compact if you merged the skills/items with the same interaction. For example:
Skill and item interactions with Sake
Effect Interaction
Body Pillow Icon.png Sake is not affected as long as the shield is still up.
Body Pillow Icon.png + Plushie Icon.png Sake is not affected when delayed damage crosses over from shield to HP.
Headphones Icon.png Sake is not affected on activation.
Injection Type Asacoco Icon.png HP drain does not affect Sake.
Short Height Icon.png Friendzone Icon.png Sunny Optimism Icon.png Ayame Defense Field Icon.png Secret Agent Icon.png Sake is halved on activation, but not affected during the invincibility period.
Whisperer Icon.png Kon Kon Icon.png Performance Icon.png Seiso Representative Icon.png Oozora Police Icon.png Cheeky Brat Icon.png Sake is halved on activation.
Mother Nature Icon.png KusogaKick Icon.png Fubuki Storm Icon.png Mogu Mogu Icon.png Stealth Mode Icon.png Sake is not affected during the invincibility period.
Sensitive Voice Icon.png Sake is not affected when touching Charmed fans.
The Ancient One Icon.png Sake is not affected when touching Harmless Takodachis.
Simp Of All Time Icon.png Pickup damage does not affect Sake.
or:
Skill and item interactions with Sake
Effect Interaction
Body Pillow Icon.pngBody Pillow Sake is not affected as long as the shield is still up.
Body Pillow Icon.pngBody Pillow + Plushie Icon.pngPlushie Sake is not affected when delayed damage crosses over from shield to HP.
Headphones Icon.pngHeadphones Sake is not affected on activation.
Injection Type Asacoco Icon.pngInjection Type Asacoco HP drain does not affect Sake.
Short Height Icon.pngShort Height
Friendzone Icon.pngFriendzone
Sunny Optimism Icon.pngSunny Optimism
Ayame Defense Field Icon.pngAyame Defense Field
Secret Agent Icon.pngSecret Agent
Sake is halved on activation, but not affected during the invincibility period.
Whisperer Icon.pngWhisperer
Kon Kon Icon.pngKon Kon
Performance Icon.pngPerformance
Seiso Representative Icon.pngSeiso Representative
Oozora Police Icon.pngOozora Police
Cheeky Brat Icon.pngCheeky Brat
Sake is halved on activation.
Mother Nature Icon.pngMother Nature
KusogaKick Icon.pngKusogaKick
Fubuki Storm Icon.pngFubuki Storm
Mogu Mogu Icon.pngMogu Mogu
Stealth Mode Icon.pngStealth Mode
Sake is not affected during the invincibility period.
Sensitive Voice Icon.pngSensitive Voice Sake is not affected when touching Charmed fans.
The Ancient One Icon.pngThe Ancient One Sake is not affected when touching Harmless Takodachis.
Simp Of All Time Icon.pngSimp Of All Time Pickup damage does not affect Sake.
Third, I would omit the "[item] +" from the tables like I've done in my examples. The pages are about a certain item, so in my opinion it is a bit of unnecessary repetition to put it in each row and the same space could mostly fit the item names of the items, which would also help with light mode icons. (Speaking of which, I am aware of the issue, but because the icons are meant to be displayed on dark bg in-game and have many light tones, it is difficult to find a background that both has good visibility across the board and blends well with the theme. I'm not exactly satisfied with the current form either, as there are some icons that are really close to the blue on the background, but it is better for most icons compared to the near white page bg. If you (or anyone else) has an idea on how to improve them (preferrably with proof of concept), I would be interested.)
As for the third question, please go ahead and merge them if you come by any. The behavior sections are meant to explain how an item works and the tips sections how to potentially use them. There's really no point in having a another section explaining item behavior. I can also take a look and clean up some of these ahead. –Taqx2 (talk) 22:00, 22 September 2024 (UTC)
Ok, "article-table" has been dropped. Of the tables you suggested I think I like the second one best. I feel it's a decent compromise between everything people should be looking for, and easy to maintain too. As for the Light theme's visibility, I'd just take the easy way out and use a darker background. Dark text on light background is something I feel only Wikipedia and .txt files can pull off.
On another note I noticed that the "Notes" section for Beetle has tips on how to actually unlock the item. Seeing that there's no achievement guide or anything in the wiki, I'll just put that into "Tips" when I get to it.
I will wait a bit in case of extra input, and get to work within the week. --Tziouv (talk) 01:18, 23 September 2024 (UTC)
After messing around with more tables, I think the first suggestion is growing on me more. Both table formats get awkward when one interaction has way too many entries in it, especially when these entries are a mix of items, skills & specials. Not a fan of that, so I'm trying to come up with a solution for it. Here's an older table for Breastplate I'm keeping around as an example:
Breastplate Interactions (Mixed)
Effect Interaction
Body Pillow Icon.png The shield does not prevent counterattacks. Damage modifier stacks multiplicatively.
Headphones Icon.png Whisperer Icon.png Kon Kon Icon.png Performance Icon.png Seiso Representative Icon.png Oozora Police Icon.png Cheeky Brat Icon.png Activation does not prevent counterattacks.
Short Height Icon.png Friendzone Icon.png Sunny Optimism Icon.png Ayame Defense Field Icon.png Secret Agent Icon.png Neither activation nor invincibility prevent counterattacks.
Mother Nature Icon.png Become Beeg Icon.png Fubuki Storm Icon.png Mogu Mogu Icon.png KusogaKick Icon.png Invincibility does not prevent counterattacks.[1]
Stealth Mode Icon.png Invincibility prevents counterattacks.[2]
Kusogaki Shackles Icon.png SPD penalty is negated.
Face Mask Icon.png Membership Icon.png Defense Up Icon.png Hatotaurus Icon.png Endurance Icon.png Worldwide Strongest Idol Icon.png File:Moona & Hoshinova Icon.png Slumber Icon.png Damage modifier stacks multiplicatively.
  1. Phoenix Shield Icon.png's invincibility window is too short/irrelevant to test.
  2. Something to do with implementation of stealth?
Pending:
Breastplate Interactions (Separated)
Effect Interaction
Body Pillow Icon.png The shield does not prevent counterattacks. Damage modifier stacks multiplicatively.
Headphones Icon.png Activation does not prevent counterattacks.
Face Mask Icon.png Membership Icon.png Damage modifier stacks multiplicatively.
Kusogaki Shackles Icon.png SPD penalty is negated.
Whisperer Icon.png Kon Kon Icon.png Performance Icon.png Seiso Representative Icon.png Oozora Police Icon.png Cheeky Brat Icon.png Activation does not prevent counterattacks.
Short Height Icon.png Friendzone Icon.png Sunny Optimism Icon.png Ayame Defense Field Icon.png Secret Agent Icon.png Neither activation nor invincibility prevent counterattacks.
Endurance Icon.png Worldwide Strongest Idol Icon.png File:Moona & Hoshinova Icon.png Slumber Icon.png Damage modifier stacks multiplicatively.
Mother Nature Icon.png Become Beeg Icon.png Fubuki Storm Icon.png Mogu Mogu Icon.png KusogaKick Icon.png Invincibility does not prevent counterattacks.[1]
Stealth Mode Icon.png Invincibility prevents counterattacks.[2]
Hatotaurus Icon.png Damage modifier stacks multiplicatively.
Defense Up Icon.png Damage modifier stacks multiplicatively.
  1. Phoenix Shield Icon.png's invincibility window is too short/irrelevant to test.
  2. Something to do with implementation of stealth?
Pending:
In the second one, different types of effects are separated from each other but I haven't really touched tables/css for more than a decade so that's the best solution I could come up with. I tried a third column named "type" and making the table sortable but that... didn't come out as well as I had hoped it would. I like the second table more but it's arguably less "editable", since my css is hacky and there is no clear indication what is being separated. At the end of the day, something is better than nothing so I won't sweat it too much, but hey, second opinions help. What do you think?
EDIT: Also, since max-width doesn't work on cells/columns, I'd like to keep them the Effect one from getting too wide but the only option is just using width and hoping it doesn't screw up mobile. If there's a solution to that, I'd like to know. --Tziouv (talk) 16:05, 25 September 2024 (UTC)
Personally, I think would prefer that the effect names are also visible. I think it is more clear that way, because although this information is mostly for advanced players, you do not always what is what or connect the icon or name alone to the correct skill. On the note of the divisions/thicker borders, I do agree that it does not work very well if you don't label the divisions. Although, that could potentially be adressed by inserting makeshift subheaders between:
Breastplate Interactions (Separated, subheaders)
Effect Interaction
Items
Body Pillow Icon.png The shield does not prevent counterattacks. Damage modifier stacks multiplicatively.
Headphones Icon.png Activation does not prevent counterattacks.
Face Mask Icon.png Membership Icon.png Damage modifier stacks multiplicatively.
Kusogaki Shackles Icon.png SPD penalty is negated.
Skills
Whisperer Icon.png Kon Kon Icon.png Performance Icon.png Seiso Representative Icon.png Oozora Police Icon.png Cheeky Brat Icon.png Activation does not prevent counterattacks.
Short Height Icon.png Friendzone Icon.png Sunny Optimism Icon.png Ayame Defense Field Icon.png Secret Agent Icon.png Neither activation nor invincibility prevent counterattacks.
Endurance Icon.png Worldwide Strongest Idol Icon.png File:Moona & Hoshinova Icon.png Slumber Icon.png Damage modifier stacks multiplicatively.
Special Attacks
Mother Nature Icon.png Become Beeg Icon.png Fubuki Storm Icon.png Mogu Mogu Icon.png KusogaKick Icon.png Invincibility does not prevent counterattacks.[1]
Stealth Mode Icon.png Invincibility prevents counterattacks.[2]
Hatotaurus Icon.png Damage modifier stacks multiplicatively.
Upgrades
Defense Up Icon.png Damage modifier stacks multiplicatively.
  1. Phoenix Shield Icon.png's invincibility window is too short/irrelevant to test.
  2. Something to do with implementation of stealth?
Pending:
Another solution I didn't mention was using rowspans to separate the effects, because the border css is a bit broken with them atm, but it would potentially make the table better work with sortable.
Breastplate Interactions (rowspan, types)
Effect Type Interaction
Body Pillow Icon.png Item The shield does not prevent counterattacks. Damage modifier stacks multiplicatively.
Headphones Icon.png Item Activation does not prevent counterattacks.
Whisperer Icon.png Skill
Kon Kon Icon.png
Performance Icon.png
Seiso Representative Icon.png
Oozora Police Icon.png
Cheeky Brat Icon.png
Short Height Icon.png Skill Neither activation nor invincibility prevent counterattacks.
Friendzone Icon.png
Sunny Optimism Icon.png
Ayame Defense Field Icon.png
Secret Agent Icon.png
Mother Nature Icon.png Special Attack Invincibility does not prevent counterattacks.[1]
Become Beeg Icon.png
Fubuki Storm Icon.png
Mogu Mogu Icon.png
KusogaKick Icon.png
Stealth Mode Icon.png Special Attack Invincibility prevents counterattacks.[2]
Kusogaki Shackles Icon.png Item SPD penalty is negated.
Face Mask Icon.png Item Damage modifier stacks multiplicatively.
Membership Icon.png
Endurance Icon.png Skill
Worldwide Strongest Idol Icon.png
File:Moona & Hoshinova Icon.png
Slumber Icon.png
Hatotaurus Icon.png Special Attack
Defense Up Icon.png Upgrade
  1. Phoenix Shield Icon.png's invincibility window is too short/irrelevant to test.
  2. Something to do with implementation of stealth?
Pending:
I've been meaning to fix this for a while, but most tables do not use them, so it hasn't been on top of my priority list. But I can definitely bump it up if you think this is functionally a usable solution.
Also, I want to be clear that I'm not trying to push my view on you, but just suggesting a couple more options. Just go with what you think looks the best. And, if you are concerned about how it looks on mobile, you can use responsive/device mode that most browsers have to simulate smaller screens. The wiki doesn't have a separate mobile theme/skin, so it should look about the same there. –Taqx2 (talk) 18:26, 25 September 2024 (UTC)
No worries, there is only one thing I won't compromise on, omitting data for the sake of pretty tables. The reason I went with textless ImageLinks is because if the tables are grouped by Interaction, the Effects are stacked horizontally, saving a lot of vertical space and creating tables that can fit into a screenshot that people can, with -some- effort, use as a reference. As you saw earlier, that fact that items & skills were mixing didn't sit well with me so I ended up splitting them, working against my own vision in the interest of usability. Now that I'm working on the more complex tables (Body Pillow & Headphones) it has become apparent that there are simply not enough duplicate interactions to justify grouping by Interaction. This results in tables big enough that textless ImageLinks are no longer justifiable and going with visible names is the right approach. Under those circumstances however, grouping by Interaction becomes moot, as not only does it not decrease the table's vertical size, but shuffles the Effects in a counterproductive way. Here's a use case scenario:
>> Player wants to play as Subaru, so they decide to see if Body Pillow Icon.pngBody Pillow interferes with Oozora Police Icon.pngOozora Police and Sunny Optimism Icon.pngSunny Optimism. If grouped by Interaction these two will end up in different parts of the table. What the player wants is a "sort by character" function, or some other means of grouping/sorting that allows them to get to the necessary information clumped together.
So, here's what I got so far:
Rigged w/ Subheaders
Gen. Effect Interaction
Items
- Sake Icon.pngSake Shield secures the buff.
Headphones Icon.pngHeadphones No shield damage on activation.
Breastplate Icon.pngBreastplate Shield does not prevent activation.
Plushie Icon.pngPlushie Delayed damage is applied to the shield.
Injection Type Asacoco Icon.pngInjection Type Asacoco HP loss is applied to the shield.
Skills & Special Attacks
Myth Short Height Icon.pngShort Height Shield prevents activation.
The Ancient One Icon.pngThe Ancient One No shield damage when touching Harmless Takodachis.
Phoenix Shield Icon.pngPhoenix Shield Shield prevents activation.
Council Whisperer Icon.pngWhisperer
Mother Nature Icon.pngMother Nature
No shield damage on activation.
No shield damage while invincible.
Become Beeg Icon.pngBecome Beeg No shield damage while invincible.
Hope Hope Icon.pngHope Shield prevents activation.
GAMERS Kon Kon Icon.pngKon Kon
Friendzone Icon.pngFriendzone
Fubuki Storm Icon.pngFubuki Storm
Shield prevents activation.
No shield damage on activation, nor while invincible.
No shield damage while invincible.
Sensitive Voice Icon.pngSensitive Voice
Mogu Mogu Icon.pngMogu Mogu
No shield damage when touching Charmed fans.
No shield damage while invincible.
Endurance Icon.pngEndurance Shield does not prevent activation.
Gen 0 Performance Icon.pngPerformance
Virtual Diva Icon.pngVirtual Diva
Shield prevents activation, but secures the buff.
Shield secures the buff.
Gen 1 Seiso Representative Icon.pngSeiso Representative
GOD Icon.pngGOD
No shield damage on activation.
Shield does not prevent activation.
Gen 2 Sunny Optimism Icon.pngSunny Optimism
Oozora Police Icon.pngOozora Police
Shield does not prevent build-up, no shield damage while invincible.
No shield damage on activation.
Cheeky Brat Icon.pngCheeky Brat
KusogaKick Icon.pngKusogaKick
No shield damage on activation.
No shield damage while invincible.
Ayame Defense Field Icon.pngAyame Defense Field Shield does not prevent build-up, no shield damage on activation, nor while invincible.
Area 15 File:Moona & Hoshinova Icon.pngMoona & Hoshinova Shield does not prevent activation.
Erofi Icon.pngErofi Shield does not prevent activation.
Holoro Simp Of All Time Icon.pngSimp Of All Time Pickup damage is applied to the shield.
HoloH3ro Tantrum Icon.pngTantrum
Praise Icon.pngPraise
Shield does not prevent build-up, nor activation.
Shield secures the build-up.
Secret Agent Icon.pngSecret Agent
Stealth Mode Icon.pngStealth Mode
No shield damage on activation, nor while invincible.
No shield damage while invincible.
Sortable w/o Subheaders
Gen. Effect Interaction
- Sake Icon.pngSake Shield secures the buff.
Headphones Icon.pngHeadphones No shield damage on activation.
Breastplate Icon.pngBreastplate Shield does not prevent activation.
Plushie Icon.pngPlushie Delayed damage is applied to the shield.
Injection Type Asacoco Icon.pngInjection Type Asacoco HP loss is applied to the shield.
Myth Short Height Icon.pngShort Height Shield prevents activation.
The Ancient One Icon.pngThe Ancient One No shield damage when touching Harmless Takodachis.
Phoenix Shield Icon.pngPhoenix Shield Shield prevents activation.
Council Whisperer Icon.pngWhisperer
Mother Nature Icon.pngMother Nature
No shield damage on activation.
No shield damage while invincible.
Become Beeg Icon.pngBecome Beeg No shield damage while invincible.
Hope Hope Icon.pngHope Shield prevents activation.
GAMERS Kon Kon Icon.pngKon Kon
Friendzone Icon.pngFriendzone
Fubuki Storm Icon.pngFubuki Storm
Shield prevents activation.
No shield damage on activation, nor while invincible.
No shield damage while invincible.
Sensitive Voice Icon.pngSensitive Voice
Mogu Mogu Icon.pngMogu Mogu
No shield damage when touching Charmed fans.
No shield damage while invincible.
Endurance Icon.pngEndurance Shield does not prevent activation.
Gen 0 Performance Icon.pngPerformance
Virtual Diva Icon.pngVirtual Diva
Shield prevents activation, but secures the buff.
Shield secures the buff.
Gen 1 Seiso Representative Icon.pngSeiso Representative
GOD Icon.pngGOD
No shield damage on activation.
Shield does not prevent activation.
Gen 2 Sunny Optimism Icon.pngSunny Optimism
Oozora Police Icon.pngOozora Police
Shield does not prevent build-up, no shield damage while invincible.
No shield damage on activation.
Cheeky Brat Icon.pngCheeky Brat
KusogaKick Icon.pngKusogaKick
No shield damage on activation.
No shield damage while invincible.
Ayame Defense Field Icon.pngAyame Defense Field Shield does not prevent build-up, no shield damage on activation, nor while invincible.
Area 15 File:Moona & Hoshinova Icon.pngMoona & Hoshinova Shield does not prevent activation.
Erofi Icon.pngErofi Shield does not prevent activation.
Holoro Simp Of All Time Icon.pngSimp Of All Time Pickup damage is applied to the shield.
HoloH3ro Tantrum Icon.pngTantrum
Praise Icon.pngPraise
Shield does not prevent build-up, nor activation.
Shield secures the build-up.
Secret Agent Icon.pngSecret Agent
Stealth Mode Icon.pngStealth Mode
No shield damage on activation, nor while invincible.
No shield damage while invincible.
I like the subheaders and I did some borderwork to signify "same character" in the rigged one. However, these tables are only going to get bigger and sorting may eventually become necessary, at which point the gen names might as well be simplified to en 1, jp 2, id 3 (GAMERS stays as is I guess) for much better sorting. I think the tables are pretty much finished presentation wise. Any input & insights are very welcome. Also if there's an easy way to only make one column sortable (that doesn't require you diving into css/js), that'd be nice, since the sortable one could retain the borderwork then.
EDIT: Figured it out. --Tziouv (talk) 13:13, 26 September 2024 (UTC)
Overall, these both look really nice, but there's a small issue using line-breaks to do this kind of makeshift rows. You can kind of get away with it if only one cell in the row is like that (my 2nd example), but with more it looks a bit awkward on mobile, because the explanations can get split on multiple lines on the narrower screen and they no longer align with the skill name. If you go with the unsortable table, you could just make a normal row for each and remove the border inbetween (style="border-bottom:none") for the same effect, but for a sortable table that solution goes out of the window the moment you press the arrow button and I'm not sure if there any other way to do it easily.
Also, regarding the Subaru example, I think it would probably be better to just directly use a character column instead of gen column, if the intention to be able to take a quick peek of a certain character's interactions. The characters could still be listed initially in the gen order, because that's pretty logical, but in itself the character's generation/group isn't really as relevant as their name in this case at least in my opinion. –Taqx2 (talk) 20:53, 26 September 2024 (UTC)
E: I think I fixed rowspans. –Taqx2 (talk) 21:37, 26 September 2024 (UTC)
Ouch, I was using border bottoms initially but yeah, too good to be true. I'll be using the unsortables then, judging by the pace of updates, it'll take a while until they get too big to use. For confirmation, is that the cleanest way of doing it? Per cell?
border-bottom:none sample
Gen. Effect Interaction
GAMERS Kon Kon Icon.pngKon Kon Shield prevents activation.
Friendzone Icon.pngFriendzone No shield damage on activation, nor while invincible.
Fubuki Storm Icon.pngFubuki Storm No shield damage while invincible.
Sensitive Voice Icon.pngSensitive Voice No shield damage when touching Charmed fans.
Mogu Mogu Icon.pngMogu Mogu No shield damage while invincible.
Endurance Icon.pngEndurance Shield does not prevent activation.
As for using names instead, I tried it but it looked too busy with Imagelinks, and the icons themselves are too small to help. But even if you're ok with that, or opt to use simple text you run into a different problem, japanese name order. Someone looking for Subaru, especially in a sortable, won't be looking for Oozora, and even the EN talent (e.g. Takanashi Kiara) have the same issue. Hilariously enough I myself keep running into the opposite issue since I keep assuming Moona & Kobo use japanese naming order like some of the other ID members. Nothing that can't be solved with a CTRL+F but I don't think there are enough characters to warrant that, and assuming people know the full names is a bit too much IMO, so I chose to go with GENs, which is a bit friendlier I think, especially since they are divided like that in the gacha. I purposefully used the gacha groups for this reason, which is why I ended up using "Council + Hope" instead of "Promise", and put Fubuki in GAMERS instead of Gen 1. The intention was to order the characters in "character select screen order" anyway, having the Gen in the side just helps the eyes travel faster IMO, at least for now, because I have no idea what the character select screen will end up looking like next update. After you confirm I'm doing border-bottoms right, I'll go fix my tables and probably have Sake, Body Pillow & Headphones posted in the wiki within the next 24 hours.
EDIT: I think you broke them in a different way. :p Mah tables! --Tziouv (talk) 22:04, 26 September 2024 (UTC)
Yeah, I tried to swap around the borders that get drawn, but yeah that just breaks it the other way. Also, it means you'd now have to use border-top:none instead. I think know what I have to do now, but I'll have to look how to tomorrow. –Taqx2 (talk) 22:18, 26 September 2024 (UTC)
This will do. The first col header cells left border will show if there are multiple header rows, but this should not pose an issue in majority of the cases. I also went back to drawing left + bottom borders only, so use border-bottom to get rid of it. –Taqx2 (talk) 13:19, 27 September 2024 (UTC)
Ok thanks, this was all very constructive, thank you for your time. Oh and btw, Dark mode tables have a grey background now, and the makeshift subheaders are a much lighter colour, don't burn yourself out. Good luck. --Tziouv (talk) 19:15, 27 September 2024 (UTC)
Should be fixed. Thanks for noting. –Taqx2 (talk) 20:06, 27 September 2024 (UTC)

New heading styles

The old headings felt a bit stiff, so I'm trying out a couple of changes. There is now a new font for light and dark mode headings each. However, I am a bit worried that the pixel font for the dark theme may be hard to read, so if you have troubles with it let me know. –Taqx2 (talk) 19:33, 6 October 2024 (UTC)

It is a bit subdued, blurry and horizontally squashed. It does make the sidebar harder to read. From a headings perspective, the edit/internal links stand out more than the headings themselves. Compare dark and light modes in this situation. The light mode one is great. --Tziouv (talk) 20:19, 6 October 2024 (UTC)
Yeah, it's a bit awkward as I thought. I'd really like to have a pixel style font for the dark theme similar to the in-game menus, but there aren't really any good ones available. I'll try to come up with something better tomorrow.–Taqx2 (talk) 21:42, 6 October 2024 (UTC)
E: I made the headings full white, so they are now a bit sharper, but it still doesn't look too good at smaller sizes. –Taqx2 (talk) 22:06, 6 October 2024 (UTC)

What part of the wiki have been automated so far?

I was wondering which part of the data can be insert automatically after adding to Cargo and which is still added manually? I was planning on adding a hidden/commented pre-structured content for the new character pages that you could uncomment and "Find & Replace" when the preview/release comes out until I remembered Taqx setting up the cargo database and associated templates. FEking83 (talk) 13:44, 5 November 2024 (UTC)

We store the descriptions and stats of characters, weapons, skills, specials, items, stamps and stages. Basically, everything needs to be first manually added using Category:Cargo storing templates. This is done on individual character and equipment pages. Then, the data can be automatically pulled if Category:Cargo query templates is setup. We have these on the general character and equipment pages to produce the tables of all characters/weapons/items etc as well as some infoboxes on pages that already have another template storing the data. Anything not found in the latter category still needs to be added/changed manually. Does that answer your question? –Taqx2 (talk) 17:02, 5 November 2024 (UTC)
Correct me if I’m wrong, if we take Pekora page for example, the workflow would be: Add all the data manually into the page using the various xxBoxC template which in this case is the main infobox and four skills infobox-> sync -> then we use other templates to pull the data to other page correct?. And the big json/text file we used to have before is gone right? —Feking83 (talk) 05:59, 6 November 2024 (UTC)
Yes, exactly. This setup replaces the big json-like file (which still does exist but it is not used anywhere anymore). –Taqx2 (talk) 07:00, 6 November 2024 (UTC)

Changelog/History Standard

Probably not the best of times to bring this up during a busier update period but it's become apparent that attempting to maintain both the main Changelog pages as well as the individual History sections in character/weapon/item/etc. will more often than not result in the latter being out of date. This screams of "just make a database and use queries for the individual pages" to me, though I don't know how feasible/wieldy to do that with Cargo is and what the possible side-effects could be. This would also require standardizing the way we input data in the changelog/database while trying not to deviate from the official changelog too much (typos, shortened names, etc.). I've also noticed a trend of ImageLinks proliferating in db entries, possibly bloating them but to no real detriment from what I've seen so far. I can imagine a changelog db being full of those.

Are there plans for this, has this been looked into?--Tziouv (talk) 13:37, 20 November 2024 (UTC)

I apologise if me trying to fix spelling mistakes in the changelogs is unappreciated because they're supposed to be verbatim. I will stop fixing them if that is preferred. But I do think the il-format works better for them simply for the sake of browsing.-JackyHF (talk) 15:30, 20 November 2024 (UTC)
Erm, what did I walk into? I did not make this post with your activities in mind, which I'm not tracking. Replicating changelogs with typos falls in line with the rules we have for in-game text, and there are no real rules for overlinking which is something that a lot of us are guilty of. The trend I mentioned above is a natural result of using Cargo to store complex text entries, like the "notes" sections in skillboxes. I'm just bringing up the fact that if we are to turn the changelogs into a database we may have to come up with rules as part of the process, which will only be concern at that point in time. This discussion is not meant to influence or criticize the activities of any user, let alone in a passive-aggressive way. I apologize if it came out that way.--Tziouv (talk) 17:27, 20 November 2024 (UTC)
It did not come across as passive-aggressive, I just needed some clarification. "Replicating changelogs with typos falls in line with the rules we have for in-game text" AKA "read the style guide".-JackyHF (talk) 17:54, 20 November 2024 (UTC)
This is something I have been planning to do since we migrated, but it was more urgent at the time to push the character and ability databases first and get the wiki published, so it got postponed and I never got back to it. The general idea I have for it is wrapping each change with a template that stores the change and the list of subject(s). For example:
{{PatchSection
|subjects=Weapon A;Weapon B;WeaponsGeneral<!-- list of subjects separated by ';', where 'WeaponsGeneral' is the general weapon page -->
|content=
* New weapons
** Weapon A and B added to the game.
}}
{{PatchSection
|subjects=WeaponsAll<!-- 'WeaponsAll' means that every weapon page queries the change-->
|content=
* All weapons' damage decreased by 1.
}}
And it stores following:
  • Patch name (page name, separating each patch to their own page makes this easier)
  • Patch date (through a page variable)
  • Build (through a page variable)
  • List of subjects
  • Change contents
Other pages can then query by subject to get the list of changes by version.
One thing I'm still undecided on if we should continue the current patch naming to identify the patches. I would prefer to use build numbers, but those are not always available included in patch notes and if two hotfixes are pushed close together it is impossible to get the first one's number (which is how the current "<v.no.> release/patch/hotfix" came from). Other alternatives are using letters abcd... (clear, but also unoffical) etc. or the patch date (a "correct" way, but not necessarily the most clear) to identify them. What do you think?
Regarding imagelinks, a good practice would be to only store text in cargo (and add any formatting in output), but it should really not be too big of an issue, since we won't be trying to search strings or anything like that from the change contents.
Taqx2 (talk) 17:44, 20 November 2024 (UTC)
Personally I think using an admittedly unofficial but easy-to-understand letter system (or sequential numbers, though I doubt it would ever go above 26 for a given version) would be better. If the patch number and/or date are known, great, add them too. But this is mainly a wiki for players who'd be more interested in a clear sequence of "This patch a came first, then came b, then c" etc. This would make it more intuitive to understand.-JackyHF (talk) 17:54, 20 November 2024 (UTC)
So if I'm reading this right, the following...
Mori Calliope Icon.pngCalli
  • Reworked Scythe Swing's attack animation and damage values. Also added KO chance on level 7
    • Gap in swing has been removed
  • Reworked Death skill
    • Chance to spawn a big explosion that deals damage and can KO enemies
  • Reduced special attack cooldown
    • Reduced from 100 seconds to 80 seconds
...would be input as:
{{il|Mori Calliope|text=Calli}}
{{PatchSection
|subjects= Mori Calliope; Scythe Swing                                                           <!-- subjects, both the character and the main weapon-->
|content=
* Reworked Scythe Swing's attack animation and damage values. Also added KO chance on level 7    <!-- main weapon is transcluded in character page so it makes sense to show up there -->
** Gap in swing has been removed
}}
{{PatchSection
subjects= Mori Calliope                                                                          <!-- just the character -->
|content=
* Reworked Death skill                                                                           <!-- skills are in character page -->
** Chance to spawn a big explosion that deals damage and can KO enemies
* Reduced special attack cooldown
** ''Reduced from 100 seconds to 80 seconds''                                                    <!-- undocumented entry in italics -->
}}
This could be simpler if main weapon page maintenance was no longer a thing but it's a solution.
As for version control, I think it's pretty clear by now that we can't rely on the developers to maintain a properly verbose/detailed changelog, not to mention I've seen them make retroactive changes to it, so using numbers/letters, followed by a date when available, will have to do. Trying to do a better job than the developers at maintaining their own changelog is a slippery slope, especially when they retroactively go and make changes to the entries of previous builds after the fact. Honestly I'm not that concerned even if the developers misnumber the amount of their own builds (the changelog states 5 builds, but there have actually been 7 for instance) as long as the changes are out there. It's also very hard to track the exact moment undocumented changes get made so we'll have to attach those to the initial base build if not a separate section.
--Tziouv (talk) 22:07, 20 November 2024 (UTC)

Prefer action names over keybinds/buttons? Possibly new standard for style guide.

I've noticed a lot of pages will describe how to do something by saying to press the associated action's default keyboard keybind instead of the action name. For example, the Racing section on the Usada_Casino page currently says "Press SPACE to let the worker rest and recover stamina, and press Q to use energy for a brief sprint. If the worker runs out of stamina, they will fall over, and the player must tap the action button to recover." The use of "SPACE", "Q", and "action button" here is inconsistent, confusing, and misleading. Keybinds can be changed. Controller binds can be changed. Mouse buttons are hidden binds. Pressing Q did absolutely nothing for me, because I changed that keybind a long time ago. I had to cross reference the game's Racing help dialog to figure out which action was originally bound to Q.

I think pages should use the appropriate action name instead of the default keyboard keybinds. If people agree, I even think this instruction should become part of the style guide. (Additionally, It'd probably be nice to list the default keyboard, controller, and mouse binds for each action in the settings page. Especially since the game doesn't have a 'reset default binds' function.)

The actions in the game are currently:

  • Confirm
  • Strafe
  • Cancel
  • Special
  • Start
  • Menu
  • Support
  • Left
  • Right
  • Up
  • Down

Deadgye (talk) 06:02, 23 November 2024 (UTC)

I agree. This is a rather common practice, so I had assumed we were using it already. I have added the default control scheme to the Settings page and will add this to the style guide. If anyone comes across keys being used instead of action names, please change them. –Taqx2 (talk) 17:04, 23 November 2024 (UTC)

Mass uploading files

I tried the multi-file upload today because I want to update all important icons from the v0.7 for the wiki, but the upload button is blocked because it says "Please select a valid license first." which isn't possible. Is there something I should do instead? Or can this maybe be fixed? - JackyHF (talk) 16:59, 8 December 2024 (UTC)

I'll fix. –Taqx2 (talk) 10:07, 9 December 2024 (UTC)
I have added the licensing options, so it should now be possible to add the license and upload the images. –Taqx2 (talk) 13:47, 9 December 2024 (UTC)
Excellent, thank you very much. - JackyHF (talk) 14:21, 9 December 2024 (UTC)

What to do on the wiki?

Is there anything specific going on that could use more help? [signed by Thejoppyloppy (talk)] 02:45, 10 May 2025 (UTC)

Hi, it's been quite a while since the last major patch, so there isn't really anything specific that needs to be worked on (except getting weapon stats, which requires knowing datamining and is a bit of a tedious task), but there are a couple areas that could always be worked on. For example, fixing grammar and spelling mistakes you come across, checking if descriptions match with what's in-game, adding details or interactions with weapons and skills that are not apparent from the description, adding gameplay images that show how weapons/skills work, or improving any article or part of it that may be unclear or could use more detail. –Taqx2 (talk) 11:53, 10 May 2025 (UTC)
The date formatting overhaul is also still going on. If you find any dates that don't match the style guide, please adjust them accordingly. This would be the most noticable in any page's "References" section. JackyHF (talk) 09:36, 11 May 2025 (UTC)