I've seen that you sometimes add the "xc1 stub" and "incomplete" although you seem to rather complete the page, meaning that... it is not complete! Did I mistake when I sometimes added the "xc1 stub" and "incomplete" to some pages you had just updated, thinking that you had completed them? In this case, I will not continue to "fix" it.
Hi WA. I added those tags because, while the source list is completed, there are other things missing, such as price or image, from the infobox. I don't know which image goes with which weapon, and I'm not certain on prices, so I decided to mark those as stub and incomplete just in case.
I just wanted to point out that Speed III Booster is the correct name as it appears in the game. As stated in a note on that page, the game uses the singular form "Booster" instead of "Boosters" for this armour.
OK! I thought more about the pages with no sources at all or just a few of them. It is better to leave you fully update them. Then I could fix these disambiguated links. Don't worry if you slip by on occasion.
Do you update all these pages manually or have you the help of own templates, beforehand preparation on your computer, AWB or other program tools, etc.?
I'm just doing the ones with enemy sources for the moment. I have a translated Word file of all the JCE enemies, and I do a search and add the basic data to a reference spreadsheet. Then I use a spreadsheet template for enemy drops to get the structure needed for the wiki. I tend to make a lot of spreadsheets, then copy the information in one swoop.
OK, I see, fine! I guessed you've proceeded like this but not sure! So I will leave the more or less incomplete pages and just fix the disambiguated links if already present. I still have a lot of work with enemies types, affinity chart, and XCX...
Another matter, could we discuss a bit together one day, if and when you want? I guess we share some tastes and activities types! But I don't know how we can discuss in private here, I don't see a sort of "Private Message"...
Hi WA. I include enemy sources, shops, trades, and quests, including Collectopaedia rewards. Aside from High Entia doors and similar treasure chests in Prison Island, I don't think there are other sources, but please correct me if I'm wrong. I get the enemy drop data from the JCE, the rest from the wiki.
Your work is great! (Long, hard, but so needful!) Don't worry, I wanted to be sure before removing the "xc1 stub" or "incomplete" categories.
Also, don't worry for the possible missing disambiguation links, it is not a problem for me to fix it a posteriori.
My mistake, I was under the assumption that the gold chest item would be higher quality, so it would make more sense to have the item with 3 slots. Therefore, I assumed the 2 slot gold chest item was a typo. I reverted the edit.
What is the JCE, actually? I'll refer to that in future before making such edits.
That is a weird situation with the drops for that enemy, but since those gold chest drops are only available by using Yoink, I can imagine that being done on purpose to increase the chances of a player getting the 2 slot version. Or maybe it was a typo on the part of the game designers.
There are other quirks and weirdness in the drop tables too. One recent example I ran across is that Daksha Pods drop two materials, with one of them having a 100% drop rate. My in-game testing supports this as being correct, but it looks odd on the wiki page.
Hi Kumorifox, I see you're adding lots of sell prices to item pages, good! I wanted to ask if you're taking Riki's "Buy Stuff!" skill into account, because it raises the sell price by 20%. If you have learned that skill, pay attention to this. Keep up the good work!
Hi Pr. I am indeed taking care of this. I'm not sure about collectables though, since their sell prices are odd and cannot be divided by 6 to get the factor out. Does the Buy Stuff! skill affect materials only?
The skill affects all items, weapons, armour, crystals, collectables and so on. I see what you mean when the price is odd, for example: item with Buy Stuff sells at 2095 G. 2095 divided by 6 and multiplied by 5 is 1745.83333.
When this happens, I do the opposite calculation: suppose the item is 1745 G. 1745 x 6 / 5 = 2094. And 1746 x 6 / 5 = 2095.2. I assume the game discards the decimal part of the result, in this case 1746 is the correct "raw" price.