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User:ZRoc/Examples

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About This Page

This page is a sub-page of my user page and is used by me to test ideas, set up examples and generally mess around with stuff.

IMPORTANT: Please don't edit this page without talking to me first. Leave messages on User_talk:ZRoc rather than on this page's talk/discussion page, as it doesn't automatically tell me if this page gets new messages.

For other sub-pages see the list on my user page.

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Sandbox

Weapon List Table Example 2

This table uses Template:Fns to sort the "NPC Shop Price" column numerically for those cells containing data. See the table at Sort Key Templates Fns and UFns for a more detailed table using this template.

  • Where a weapon costs different prices from different NPCs then these prices are listed from highest to lowest in a single cell of the Cost column.
  • The prices in the Cost column do not include the allied Human discount or the Alban Heruin (Wednesdays) daily effect of a 5% reduction to NPCs' shop prices.
  • "Bank Trans. Fee" is the bank transaction fee.
    • This fee will sort correctly when the prices are sorted in the Cost column because the fee is directly dependent on the price an NPC sells a weapon for (if the price is over 50,000g).
  • "Attack" is the weapon's attack attribute and adds to a player's damage stat. It is called Attack in the in-game mouse-over window of every weapon and non-effective weapon. A player's in-game Character Information window calls the equivalent stat Damage.

List

All swords have an injury rate range of 0~0%.
The exception is the Beholder's Sword which has an injury rate range of 0~12%.

Image

Name
Cost
(Bank Trans. Fee)
NPC sold by
Speed
Hits
Min.
Attack
Max.
Attack
%
Critical
%
Balance
Durability
Upgrades
Sword Type
and Race
Availability
Other Methods to Obtain

Bastard Sword.png Bastard Sword 000000006000&6,000g (0g)
Nerys, Osla
5,400g (0g)
Elen
Slow 2 19 34 10 38 10 5 1 Handed
All Races
Beholder's Sword.png Beholder's Sword
(Injury Rate is 0~12%)
Not sold by an NPC Fast 2 31 53 5 62 10 5 1 Handed
All Races
Red Dragon
Broadsword.png Broadsword 000000003750&3,750g (0g)
Nerys, Osla, Nicca, Meles, Taunes
3,375g (0g)
Elen
Slow 2 13 30 12 55 12 5 1 Handed
All Races
Butcher Knife.png Butcher Knife Not sold by an NPC Slow 2 20 60 0 22 1 0 1 Handed
All Races
Gray / Green Gremlin
Claymore.png Claymore 000000031500&31,500g (0g)
Elen, Nicca, Taunes
Very Slow 2 28 55 5 40 13 5 2 Handed
Human & Giant Only
Cleaver.png Cleaver
(Giant Only)
Not sold by an NPC Very Slow 2 9 41 19 33 11 5 2 Handed
Giant Only
Ice Fishing (Reus River)
Dagger.png Dagger 000000001500&1,500g (0g)
Ferghus, Taunes
1,475g (0g)
Nerys
1,380g (0g)
Meles
1,350g (0g)
Elen
Fast 3 2 9 25 80 8 5 1 Handed
All Races
Alby Basic, Ciar Beginner,
Barri Advanced,
Exploration Treasures,
Beginner Gachapon (2012),
Soldier Gachapon,
Normal / Dark / Blue Rat Man,
Black / Blue Wolf, Desert Dragon
Dirk.png Dirk Not sold by an NPC Fast 2 6 12 24 52 10 5 1 Handed
All Races
Soldier Gachapon
Dragon Blade.png Dragon Blade Not sold by an NPC Slow 2 25 55 10 40 12 5 2 Handed
Human & Giant Only
Peaca Basic,
Fashion Gachapon
Eweca Short Sword.png Eweca Short Sword Not sold by an NPC Normal 3 10 20 10 75 5 5 1 Handed
All Races
Handicraft (only during the Eweca Fishing Event)
Fluted Short Sword.png Fluted Short Sword 000000002300&2,300g (0g)
Nerys, Taunes
2,070g (0g)
Elen
Normal 3 7 18 15 40 13 5 1 Handed
All Races
Gargoyle Sword.png Gargoyle Sword
(Unrepairable)
Not sold by an NPC Very Slow 1 40 100 0 15 1 0 2 Handed
Human & Giant Only
Fishing (Tir Chonaill, Port of Ceann),
Light / Heavy Gargoyle
Ghost Sword.png Ghost Sword
(Unrepairable)
Not sold by an NPC Fast 3 50 50 0 100 1 0 1 Handed
All Races
Handicraft
Gladius.png Gladius 000000010250&10,250g (0g)
Edern, Nicca, Meles, Taunes
Slow 2 15 32 12 59 13 5 1 Handed
All Races
Great-Sword.png Great Sword
(Giant Only)
000000008640&8,640g (0g)
Taunes
Slow 2 23 32 12 46 13 5 2 Handed
Giant Only
Hooked Cutlass.png Hooked Cutlass Not sold by an NPC Slow 2 22 38 26 34 10 0 1 Handed
All Races
Weapon Collection Series Vol.1 (collection book reward)
Ivory Sword.png Ivory Sword Not sold by an NPC Slow 3 0 66 35 45 10 5 2 Handed
Human & Giant Only
Mammoth
Tanto.png Japanese Dagger Not sold by an NPC Normal 3 6 9 24 70 10 5 1 Handed
All Races
Soldier Gachapon
Wakizashi.png Wakizashi Not sold by an NPC Very Slow 2 10 60 15 25 11 5 2 Handed
Human & Giant Only
Soldier Gachapon
Longsword.png Longsword 000000003000&3,000g (0g)
Nerys, Osla, Nicca, Meles, Taunes
2,700g (0g)
Elen
Slow 3 8 19 10 55 10 5 1 Handed
All Races
Machete.png Machete Not sold by an NPC Very Slow 1 35 95 0 18 1 0 1 Handed
All Races
Light Gargoyle
Masamune.png Masamune Not sold by an NPC Slow 2 15 65 15 25 16 5 2 Handed
Human & Giant Only
Soldier Gachapon
Muramasa.png Muramasa Not sold by an NPC Slow 2 16 36 10 50 10 5 1 Handed
All Races
Soldier Gachapon
Noble's Sword.png Noble's Sword Not sold by an NPC Fast 3 7 25 6 60 12 5 1 Handed
All Races
Mammoth
Short Sword.png Short Sword 000000002000&2,000g (0g)
Ferghus, Osla, Nicca, Meles, Taunes
1,800g (0g)
Elen
Normal 3 7 16 10 75 10 5 1 Handed
All Races
Two-handed Sword.png Two-handed Sword 000000029000&29,000g (0g)
Elen, Nicca, Taunes
Very Slow 2 25 50 0 50 12 5 2 Handed
Human & Giant Only
Wooden Blade.png Wooden Blade 000000000500&500g (0g)
Ferghus, Elen, Nicca, Meles, Taunes
450g (0g)
Nerys
Normal 3 4 11 10 50 10 5 1 Handed
All Races
Yoshimitsu.png Yoshimitsu Not sold by an NPC Normal 3 3 10 26 70 10 5 1 Handed
All Races
Soldier Gachapon

Wands List table changes

Besides changing the Wands List tables from "class="mabitable sortable" to "class="glovetable sortable", the following changes have also been made;

  • Used Template:Fns to sort the "Cost" column, although at present there are only 2 different prices.
    • As long as the first entry in a cell of the Cost column is a number enclosed by the Fns template, then it can be followed by any mix of digits, letters or symbols and the cell will be sort numerically by the price, e.g., {{Fns|3745}}g (0g) [[Nerys]] displays as 000000003745&3,745g (0g) Nerys and sorts using a hidden sort key, shown here 000000003745&3,745g (0g) Nerys. The numbers should be an integer (and entered without commas for thousand seperators) and if a real number, with digits after the decimal point, is entered then it will be rounded off to the equivalent integer. I'm working on a template to sort real numbers but as most numbers used in tables on this wiki are integers I'm not treating it as urgent.
    • The term "Not sold by an NPC" can be left in the column because, when the column is sorted, all cells containing "Not sold by an NPC" will end up at either the top or bottom of the column and the prices will still sort numerically.
    • The Bank Transaction Fee is in brackets after the price and this is followed by the NPCs that sell it. As the Bank Trans. Fees are directly related to the price then they will also be sorted correctly.
      • Multiple prices for a single wand can be listed from highest to lowest, with each price followed by a Bank Trans. Fee and the NPCs selling it at that price. There are no multiple prices for wands at the moment but my example table gives an example of this.
    • Only this column will list the NPCs that sell wands. All other methods to obtain a wand are to be listed in the last column "Other Methods to Obtain".
  • The columns "Upgrade Type" and "Element" have been removed.
    • The "Upgrade Type" column is not included in other weapon list tables and would be just as relevant in other tables if it is needed in the Wand List table. It is already covered by the Wand Upgrades page, in the "Upgrades" section listed on each wand's page and there is the "Upgrade Sequences" section on each wand's page as well. Also, it adds too much width to the table and if it is necessary then it really needs a second table rather than using one.
    • The "Element" column is not required as the element is included in each wand's name. If future wands do not have the element in their name then they can be added in brackets under the wand's name.
  • Speed and Hit have been seperated so that they can be sorted individually. The speed varies in the "Not Implemented" sections table on the Wands List page. However, the Hit value is the same for all wands, at the moment, but other weapon list tables have weapons with different values.
  • Damage is now called Attack and seperated into a minimum and maximum column.
    • Attack is the term used in the in-game mouse-over info box of weapons, it is not called Damage although it adds to a players damage stat.
    • The minimum and maximum columns were created so that these values could be sorted correctly.
  • The last column has been renamed "Other Methods to Obtain" and is used to list all other methods to obtain a wand except for buying them from an NPC (the NPCs are listed in the Cost column).
  • Alternating columns have been color coded except where two columns have related info, i.e., Speed and Hit are the same color, as are "Min. Attack" and "Max. Attack".

Hexadecimal

Decimal numbers are on the left and hexadecimal numbers are on the right.
By adding 1 to each set of number types, starting from 0, we get;
000 = 00 this can also be stated as 0 = 0
001 = 01 this can also be stated as 1 = 1
002 = 02 etc.
003 = 03
004 = 04
005 = 05
006 = 06
007 = 07
008 = 08
009 = 09
010 = 0a this can also be stated as 10 = a
011 = 0b this can also be stated as 11 = b
012 = 0c etc.
013 = 0d
014 = 0e
015 = 0f
016 = 10
017 = 11
018 = 12
019 = 13
020 = 14
021 = 15
022 = 16
023 = 17
024 = 18
025 = 19
026 = 1a
027 = 1b
028 = 1c
029 = 1d
030 = 1e
031 = 1f
032 = 20
033 = 21
034 = 22
035 = 23
036 = 24
037 = 25
038 = 26
039 = 27
040 = 28
041 = 29
042 = 2a
043 = 2b
044 = 2c
045 = 2d
046 = 2e
047 = 2f
048 = 30
049 = 31
050 = 32

By using multiples of 16 in decimal on the left and 10 in hexadecimal on the right, we get;
016 = 10
032 = 20
048 = 30
064 = 40
080 = 50
096 = 60
112 = 70
128 = 80
144 = 90
160 = a0
176 = b0
192 = c0
208 = d0
224 = e0
240 = f0
256 = 100
Subtracting 1 in decimal gives 256 - 1 = 255 (or 241 + 14 = 255).
Subtracting 1 in hexadecimal gives 100 - 1 = ff (or f0 + e = ff, remember that e (hexadecimal) = 14 (decimal)).
So, 255 in decimal is the same number as ff in hexadecimal.
As 00 to 99 in decimal gives you 100 double digit numbers then 00 to ff in hexadecimal gives you 256 double digit numbers. Note, we are counting 0 as a number so there are 100 not 99 double digit numbers in decimal and 256 not 255 in hexadecimal.

Colors

There are 24 base colors:
3 primary colors: red, yellow and blue.
3 secondary colors: orange (red + yellow), green (yellow + blue) and violet (red + blue).
6 tertiary colors: made from mixing the two closest primary and secondary colors (e.g., blue +violet or red + violet).
12 colors produced by mixing the closest primary and tertiary colors or secondary and tertiary colors.
The above 24 colors can be used with graduations of tint, tone and shade, where;
Tint is the resulting colour when white is added.
Tone is the resulting colour when gray is added.
Shade is the resulting colour when black is added.
Further colors can be obtained by mixing graduations of the three primary colors and these can be represented by RGB (Red, Green, Blue) notation. The hexadecimal numbering system is used to represent 256 x 256 x 256 possible colors in RGB notation. In a row of consecutive color graduations, this presents such small changes that the human eye can't tell the difference (that is, the graduation would appear smooth rather than a row of distinct colors).
A different (as well as easier to remember and work with) color notation is HSL (Hue, Saturation, Lightness) which is implemented on many browsers but unfortunately not on Microsoft's Internet Explorer (IE). As IE is still the major browser in use there is little reason to use HSL, as any code containing it wont display the color on that browser.