User talk:0icke0

Fix the File of Star Cell
You put the file of star cell in the Flow Invader!! LuisYKW2
 * Fixed now. Equazcion  ( talk ) 14:10, 1 Jul 2015 (UTC)

How do you find the percentage of drops on weapons and such?
I saw your edit on the treasure bag and was just wondering how you found out that an item had a 60% drop rate and thing likes that.
 * I get the drop rates directly from the source code. --0icke0 (talk) 21:03, 1 July 2015 (UTC)


 * cool --73.27.39.30 17:01, 3 July 2015 (UTC)

Drop Rate Question
Quick question. I've been going through the drop rates for the past few hours and the Eye of Cthulhu drops are kind of confusing me. I'm hoping that you'll have the answer because, frankly, you usually do.

if (this.type == 4) { 		if (Main.expertMode) { 			this.DropBossBags; } 		else { 			if (Main.rand.Next(7) == 0) { 				Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 2112, 1, false, -1, false); } 			if (Main.rand.Next(40) == 0 || (Main.expertMode && Main.rand.Next(20) == 0)) { 				Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 1299, 1, false, 0, false); } 			if (Main.expertMode) { 				Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 3097, 1, false, -1, false); } 			int num42 = 1; if (Main.expertMode) { 				num42 = 2; } 			for (int n = 0; n < num42; n++) { 				if (WorldGen.crimson) { 					int stack = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 880, stack, false, 0, false); stack = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 880, stack, false, 0, false); stack = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 880, stack, false, 0, false); stack = Main.rand.Next(3) + 1; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 2171, stack, false, 0, false); } 				else { 					int stack2 = Main.rand.Next(30) + 20; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 47, stack2, false, 0, false); stack2 = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 56, stack2, false, 0, false); stack2 = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 56, stack2, false, 0, false); stack2 = Main.rand.Next(20) + 10; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 56, stack2, false, 0, false); stack2 = Main.rand.Next(3) + 1; Item.NewItem((int)this.position.X, (int)this.position.Y, this.width, this.height, 59, stack2, false, 0, false); } 			} 		} 	}

In Expert mode, here appears to be a higher drop rate for the Binoculars, the Shield of Cthulhu is being dropped outside of a Treasure Bag, and there is an increased number of seeds dropped. However, these will never even have any effect because in Expert mode, the Eye will just drop the Treasure Bag and be done. Am I missing something here? Do bosses only drop Treasure Bags the first time you kill them or something? I haven't really had a chance to play very much 1.3 yet to figure this out on my own.  Chrisf1020  (talk)  13:24, 6 July 2015 (UTC)
 * Noticed this as well. Didn't pay much attention to it, as I expected it to be fixed in the new minor release anyway and by now it has been reported. As we no longer post a bug note on the wiki and I didn't want to ruin the loot table (which tends to look ugly when you add seperate drop chances for expert mode) I just left it at that. --0icke0 (talk) 14:28, 6 July 2015 (UTC)
 * I'm not sure if this is the same as that bug. Upon further investigation, it became apparent that every boss had Expert mode drop chances and the special "Rainbow" drop like this beyond the first "if" statement. Perhaps I'm still not understanding how this is supposed to work? I'll go ask about it on the forums and see if anyone can shine some light on it.  Chrisf1020  (talk)  18:10, 6 July 2015 (UTC)

Wings
I was wondering about this edit. You seem to have reverted the page to a much earlier state. Was that intentional? The number of Wing types available is back to the pre-1.3 number, as is the height comparison image. I made a bunch of other tweaks to make the code simpler to edit, like ing for listed ingredients, the simpler bullet points vs. line breaks for notes, and some other formatting to prevent line breaks on smaller screens. Let me know if you intended this or if it's alright switch back. Thanks. Equazcion ( talk ) 07:04, 7 Jul 2015 (UTC)
 * No, this was certainly not intentional. I was looking through the history to see in what revision it was added that Mothron Wings were obtainable (as they are not) and apparently ended up editing an outdated revision without noticing. I've switched it back now. --0icke0 (talk) 09:16, 7 July 2015 (UTC)
 * For future reference you can undo your own revisions in the page history. -- DataNalle (talk) 10:22, 7 July 2015 (UTC)
 * Thanks Icke :) Equazcion  ( talk ) 15:33, 7 Jul 2015 (UTC)

Data dump
Could we move (or copy) your data dump to a mainspace page? I think it would be a useful reference for both editors and readers, as I doubt all that info will actually make it into infoboxes in its entirety any time soon. I'm not sure what to title the page however. Equazcion ( talk ) 17:57, 24 Jul 2015 (UTC)
 * Sure, I don't mind. It was mainly aimed at editors as I don't think many other people are going to find it no matter where you place it, but if you have a good idea go ahead. --0icke0 (talk) 19:11, 24 July 2015 (UTC)
 * We could perhaps plug it into enemy list. The ID schemes seem to have some differences though. Equazcion  ( talk ) 22:57, 24 Jul 2015 (UTC)

Thrown weapons
Grenades and holy water and the like were moved from Thrown Weapons page because there are now armor sets that specifically affect "thrown"-type weapons, the same reason the Bone Glove was added despite not operating like the others. They were already listed on Consumable weapons, so they weren't removed entirely, but this change in page layout is consistent with other weapon pages, particularly recent changes to Summon weapons. Having moved them back means both that there are redundancies with the Consumables page, and that the associated items section on Thrown is now incorrect, so it needs to be fixed in some way, but I'm not sure if you had another plan in mind. Did you think we should keep the old grouping instead, or should we go ahead and remove grenade-likes from the Thrown Weapons page?Gearzein (talk) 16:04, 28 July 2015 (UTC)
 * I might actually be wrong about that though, whoops. Gearzein (talk) 16:15, 28 July 2015 (UTC)
 * Grenades, Holy Water, etc, are considered thrown weapons by the game and thus benefit from the bonuses from those armors. (Other explosives, such as Bombs and Dynamites do not.) If you ask me I think it would be best to remove Consumable weapons entirely as it is a duplicate of thrown weapons. (In addition to removing Grenades and Hellfire Arrow from the explosives page and modify the intro to reflect that only non-magic/ranged/thrown/ammo weapons are considered explosives.) --0icke0 (talk) 16:28, 28 July 2015 (UTC)
 * Yeah, about as soon as I made that comment I went to go test it, and they do benefit from the set bonus. There were a lot of reports that they didn't early on, and I could have sworn I tested it then too, but in either case the Consumable Weapons page is entirely redundant now. I'll start getting rid of it. I agree with the changes to Explosives as well, as I never felt Explosive Bullets or Hellfire Arrows were appropriate there anyway. Thanks! Gearzein (talk) 16:52, 28 July 2015 (UTC)
 * If you remove them they're just going to get re-added (despite intro technical notes that people might or might not read and/or understand). I would move them to a separate listing underneath, something with a subnote that although these cause explosions they are not considered part of the explosives class by the game. Equazcion  ( talk ) 16:56, 28 Jul 2015 (UTC)

Item IDs images
Does your bot can still import images from the English wiki to the French ? Because if yes, I would like that you import images from Item IDs part10 (fr link). --  Dinoxel  discussion  11:03, 18 August 2015 (UTC)
 * Maybe best way is use Common files? English Wiki is a Common Storage of all files, that can work in rest of language section like Wikimedia Commons. For Russian Wiki me and my colleague created File Module with all needful game images that used in ItemLink, LinkedIcon templates. This simplifies the work and makes it possible not to upload files to Russian wiki (I am going remove all this files). ← Alex Great talk 11:33, 18 August 2015 (UTC)
 * It will take me a lot of time to copy every 3601 items and every ~430 mobs names while 2700 items and 1.2.4.1 mobs images are already imported. Edit: I'll maybe to it to have a big database of all names instead of in "Item IDs" and "ennemy".
 * By the way, I supposed that you make your own translation of every names like me because there is no Russian/French translation. --  Dinoxel  discussion  12:02, 18 August 2015 (UTC)
 * You don't take all 3601 items and 430 mobs. Take it automatically (Notepad++). You think that I do it in long time? No. But if you want not to do like me, you can forget it. ← Alex Great talk 13:27, 18 August 2015 (UTC)
 * I don't understand you first phrase. And you have to know that I'm not a programmer, I know just basics things. I could maybe save a lot of time by doing things with programming but I don't know what is possible and what's not. =/ --  Dinoxel  discussion  14:21, 18 August 2015 (UTC)
 * I can help you with module. ← Alex Great talk 16:02, 18 August 2015 (UTC)