User:Erasculio/Wiki Projects
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[edit] Incentivizing Mainspace Contributions
Not going to work, not as I had originally planned. I would happlly settle down with something simpler, though: someone who comes to the wiki could take a glance at how much content exists here and assume that everything has been done, yet that's far from being the truth. If I could make a simple list mentioning everything that needs to be done, I would be happy enough.
[edit] Skill Animations
Making .gif images of all skill animations, both for aesthetic purposes (some animations are rather pretty) and for learning purposes, so players are able to know what's happening even without looking at the skill monitor.
Well, this one kinda worked. We are far from having all animations ready, but at least a considerable amount is already available. The unforeseen problem is the maintenance of those animations, though, given how skill changes often make the current animations outdated.
For now, I will continue to work on the animations I have already done: assassin, ritualist and dervish skills. Many of those need to be redone.
[edit] Important things to do
- Make the .gif files themselves. That's time consuming, but easy.
- Using Fraps to record the in-game animations.
- Using Jasc Animation Shop to convert the .avi files into .gif files. That software allows frame-by-frame manipulation, frame cropping, and many other features useful in this project.
- For skills targeting only the self, the best place in the game to record the animations appear to be the Isle of Wurms. When asking a Canthan Ambassator to view the island, players arrive right in front of a perfectly black background.
- For skills targeting allies, I'm using the same background above, with a hero as the target.
- For skills targetting enemies, I'm using the dummies in the Isle of the Nameless, with a TexMod mod created by Kurd, making the entire background black..
[edit] Progress Report
- Need to redo many of the skill animations. Currently listing which ones need to be done.
[edit] Monster Data
We have very little data about the Guild Wars monsters. Comparing with any other game, we're missing basic bits of information, such as maximum health, maximum energy, elemental resistances. Asking on GWO gave rather interesting ideas about how to learn those numbers.
[edit] Important things to do
- Get this accepted on the wiki. No idea if this is something the community would consider useful or not, if they would allow this information to be placed within the enemies' articles, if they would consider the methods of learning those numbers to be valid or not, etc.
- For maximum health:
- Using one of the armor ignoring skills for a single strike against an enemy. No one else in the party would be allowed to attack said enemy, of course.
- Using image processing programs, the amount of pixels lost with a single strike would be extrapolated to determine how much health that enemy has. For example, if Obsidian Flame does 100 damage to an enemy, and that enemy loses exactly 1/10 of its health bar, said enemy has exactly 1000 maximum health.
- For maximum energy:
- Draining all energy of monsters with skills like Ancestor's Visage.
- Using Mind Wrack to learn when energy is zero.
- Using Aneurysm to return all energy and do damage based on the amount of energy returned.
- For elemental resistances:
- Taking spells of the five elements (fire, air, earth, water, holy) doing the same amount of damage
- Striking the same enemy with all of them. The difference between expected damage and real damage would show armor levels for each element.
[edit] Progress Report
- Nothing yet : (

