User talk:Miw

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I sort of recognise the name, do I know you in game from somewhere? --Eucarya 09:08, 27 November 2006 (UTC)

Perhaps you know me from the Runescape forums. I have made some contributions. I remember seeing your name there.
Ah, were you particularly active in the skills forum at one time? Before it got completely taken over by "Rate Me" threads? --Eucarya 12:59, 27 November 2006 (UTC)
Yes. I enjoy helping the newer players with stuff that is hard to learn. There is quite a bit of depth in the game, which is particularly poorly documented. The skill forums still has some great threads from time to time, but the good posts disappear too quickly. This wiki could be a better place to help players. --Miw 13:08, 27 November 2006 (UTC)

Gl on 99 mage[edit source]

Good luck. --◙▲╛Whiplash ◙▲╛ 23:25, 5 December 2006 (UTC)

Thanks. Only 2.5 million experience points, so that isnt too bad. average is around 100 pc tickets a day, which equals around 170K now. Should be a good two weeks from now. --Miw 23:31, 5 December 2006 (UTC)
Why don't you just high alch...Much faster exp! Red partyhat.pngDreadnoughttalk 01:55, 6 December 2006 (UTC)
High alch gives around 65K xp per hour ignoring the substantial overhead in getting the runes and materials to high alch. I typically get around 35 to 40 PC tickets per hour. Which equals over 55K magic xp per hour (and some additinal combat xp). If you factor in that i usually make my own runes, the effective high alch xp rate would drop to 33K/hour. Using level 6 enchants at MTA, is faster than high alching at 72K xp per hour. I'd spend a third of the time crafting the cosmics (double cosmics), which gives an effective rate of 42K xp per hour. Even when buying all materials to high alch, the overhead to buy materials at reasonable prices can be substantial. In summary, PC gives decent magic xp and some modest combat xp, yields around 40K coins per hour and is substantially less boring than bulk high alching or bulk enchanting. Note that PC experience is linked to the level of the skill that the PC points are used on, so this analysis only holds if the target skill level already is very high (90+). Also note that a high combat (100+) level is needed to be able to participate effectively in fast PC rounds.

Parents' Guide[edit source]

Just saw your sandbox update. There is a Parents' Guide on RuneScape. It is listed on the left under Knowledge Base and links to http://kbase.runescape.com/lang/en/aff/runescape/viewcategory.ws?ref=main&cat_id=884 Chrislee33 08:41, 6 December 2006 (UTC)

Thanks for the information and the link. My current use of the sandbox is to determine the audience for a fan-site. This helps me (and possibly others) to determine what to focus on when preparing content. Also for my other content ideas, i noticed that there is already quite a lot of information. This is encouraging, as i wasn't planning on doing all that work! If anything a description of the potential or target adience might find a place in the RuneScape:About section.

Financial Pages[edit source]

I was looking at the financial pages section in your sandbox. We definitely need an economy guide, merchanting (or just a "how to sell stuff" guide), and "how to make money from skills" guide.

They're quite hard to write these articles whilst maintaining neutral viewpoint, and lack of personal bias. The solution has to be to provide hard facts rather than speculation.

These articles also have a tendency to inflate to the point where they are "how to play runescape" guides rather than just money guides. Perhaps we could have a "how to SPEND the money you've made" guide too (I know a few high level players who are completely incapable of spending their money).

These pages are also frequent vandalism targets.

Ok, I'll stop rambling. Some suggestions:

  • Let's measure the money made per hour doing certain tasks. For example, white berry collection from the elf area with teleport crystals/glory teleports nets you 400 berries an hour.
  • However, most tasks aren't quite that neat - with things like slayer, this is impossible without knowing the drop rates of the rarer items (I keep a log of slayer tasks/decent drops so with enough info it may be calculable).
I keep a similar log for slayer assignments, although not terribly active with slayer atm. Monster slaying is only sensible for money making if the drop rate is predictable. Even with a 1 in 60 drop probability, 10 percent of the players wont get that drop after killing over 150 such monsters. This is based on personal experience with KQ hunting. KQ kills are pretty expensive (sharks, potions and so on), but it only makes sense as a game of luck.

We could have tables like this maybe?

Activity Skill/Quest Requirements Expense-items needed Items gained per hour Estimated Profit per hour
White berry collection Mournings End Part 1, 56 Agility Amulets of glory, teleport crystals, antipoisons, low-quality food 400 white berries 390k
Growing snapdragon seeds 62 Farming, Plague City, Ghosts Ahoy, and Fairy Tale Part 1 is helpful Supercompost, Snapdragon seeds 96 Snapdragon (4 separate runs, cannot be continuous, based on an average of 6 per harvest including deaths) 250k (seeds seeds assumed 25k each, supercompost 1k each, herbs sold at 7k each)
Collecting Herbs 82 Thieving, decent combat Black Dragon Hide armour an advantage 150 Herbs an hour 180-225K
Collecting Herbs 65 Thieving, decent agility super energy potions 120 indentified herbs an hour 150-175K
Collecting Fungi 50 Prayer, quest to get into swamp, 45? Cons, House with Canifis Portal and altar, blessed sicle Glories and home teleport runes 350 fungi per hour 350K
Pure essences mining 65 magic, 35 mining Rune pickaxe 1200 pure essences per hour 120K
Nat/Law/Death crafting 44/54/65 runecrafting, skills to survive Abyss and PK-ers pure essences 800-1100 runes per hour 160-220K
Blue Dragons 80 ranged, Ogre Dungeon Access Crystal bow recharges, House teleport to recharge prayer 60 dragons per hour 200K
Flax picking none none 800 flax per hour 80K per hour
Manage your Kingdom Throne of Miscellenia quest (Royal Trouble quest helps greatly too) 750K coins for 10 days Items depend on setting Typically 100K per day
Vial buying none small amount of cash 500 vials per hour 100K per hour
Ankou Killing 80+ combat Good food or bones to peaches magic tablets 200 bloods 120K
Magic Tree Woodcutting 75 Woodcutting Rune or Dragon axe 80-150 magic logs (depending on woodcutting level) 80-150K
Shark fishing 76 Fishing Harpoon (Barb-tailed harpoon works better) 100-200 raw sharks (depending on fishing level)

90-180K

Green Dragon slaying 70+ combat or 60+ mage/range and wilderness survival skills potions, teleports, food 100 Dragons per hour 300K
Clay mining none any pickaxe, f2p clay mines are a long way from a bank 150 clay ore 60K
Pure Essences running High agility level helps Nature tiara 12 trips 120K+
Essences running f2p trip to air altar, quest to start runecrafting, air tiara starting 28 essences 30 trips 36K
Red spider eggs (f2p) 30+ combat, 25 Magic Varrock teleport runes 100 red spider eggs 50K

I edited some stuff to make it look a bit better and changed 'good combat' or 'decent combat' to some specific levels ~Gangsterls

Spending Coins on Skills[edit source]

The table below lists the skills and what they cost to achieve a decent rate of gaining experience. Some skills have break even or profitable methods, but also feature faster and more expensive training methods. If the break even has a decent experience rate, such loss making methods are not considered. The table currently is biased towards members. The table describes the situation at moderate skill levels (around 60).

Skill Cost per XP Activity XP per hour
Agility break even worst case is using low grade food 35K
Runecrafting solo profitable Abyss Runecrafting 10.5K
Runecrafting with runners 10.5 coins per xp Fast Free laws runecrafting 33K
Mining profitable or break even iron or gold ore, drop mining 30K - 42K
Attack, Defense, Strength profitable drops from kills 50K
Prayer 7.5 coins per xp Buy Dragon bones, offer at POH Gilded Altar 250K
Smithing break even Blast furnace 30K
Smithing f2p small profit Smelting ores into steel bars 10K
Fletching small profit Yew or Magic longbows 120K
Magic 2 coins per xp Cosmics in Mage Training Area, or High Alching bows 70K
Crafting 2.5 coins per xp Green Dragonhide bodies 70K
Herblore 6.33 coins per xp buy all items (vial, herb, seconds) and sell potions 12K - 22K
Farming herbs profitable Any herb seed makes a profit 10K per day
Farming trees 9 coins per xp Buying seeds for high level trees 40K - 90K per day
Woodcutting profitable Sell logs and seeds 20K - 30K
Fishing profitable Sell any type of fish 24K - 33K
Cooking break even trade cooked fish for raw ones 100K
Slayer break even drops pay for consumables 10K
Construction 5.6 coins per xp oak log processing using demon butler 40K
Thieving break even Pyramid plunder or Soceres's Garden 60K
Firemaking 0.3 coins per xp buy willows 80K
Hunter break even or profitable Falconry and Net trapping or profitable box trapping 35K - 80K

Re:Wikipedia[edit source]

It would be accessible if you were an admin (My user there is not yet) only. Just like here, admins can see deleted pages and what their contents were. You may want to try to contact an admin and see if you could get the content from those pages put somewhere like a sandbox for your user there (just create one like you did here). About the combat template, on my user it incorrectly dislays my combat level. I have used all my correct level values, but it comes up with 57 (melee based). As you can see in the skills template my combat really is 71 (melee based). Any ideas about what is going on? Sysop crown.svg Megalodon99 (Talk) score 19:35, 20 December 2006 (UTC)

Thank you for correcting my spelling mistake. I feel soo foolish (I remember seeing you correct that on the page when you made the template). Well, anyways, ty. Interesting by the way how a player with 99 in everything is actually level 126.1 lol. Sysop crown.svg Megalodon99 (Talk) score 13:52, 21 December 2006 (UTC)

Lmao.[edit source]

You had a higher hunting level than Zezima. :D oTHErONE (Contribs) 13:09, 21 December 2006 (UTC)

Quests[edit source]

If you want to create undone quests (excepting the new ones) please have a look at my sandbox. I am trying to get all the undone quests made there and put on their appropriate pages, and will give credit to all who help. Sysop crown.svg Megalodon99 (Talk) score 13:07, 5 January 2007 (UTC)

Great. Let's work together on this. I'll ammend my links to your page! --Miw 13:44, 5 January 2007 (UTC)
Cool, and sure, do whatever you want (other than vandalism) to the sandbox, that is why I made it. I look forward to having some help. Sysop crown.svg Megalodon99 (Talk) score 13:48, 5 January 2007 (UTC)
Did the quest page for Monk's Friend. Can you create the page and make the references to it?
To make one of those from my sandbox, just cut and paste, giving credit to all who helped. You can't move it without moving the whole page. Sysop crown.svg Megalodon99 (Talk) score 13:20, 9 January 2007 (UTC)


Mapping[edit source]

My first draft before i tidied it. All done in windows paint. Arf.

Ouch, that looks like some serious work. I've decided on the [gimp] as the image manipulation package. It has more features for this type of work than paint. It's open source so no costs at all. Maybe you should check it out.
I've used both gimp and Paint.NET, both of which are free to use. Both are based on layers, which is powerful once you get used to it. However, in the end I elected to use Paint.NET, because it has more of a MS Windows look and feel (which I'm more used to now-a-days), rather than gimp, which is more Linux look and feel. Both are worth a try. Amaurice talk 12:33, 22 May 2007 (UTC)
Thanks for the pointer, i'll check it out. Always interesting to discover new tools. For my use i need multiple layers, masking and rotation over small angles to revert in game minimap rotations. --Miw 13:02, 22 May 2007 (UTC)
Yes, Paint.NET does all those. Rotate image only handles 90, 180 and 270, but the rotate layer handles any angle. I've also found the tolerance setting when using the paint bucket useful in flooding with transparent background in cases where the pixels are not all exactly the same colour. Especially the case when you get those nasty JPG files (which are good for photos, but bad for computer graphics where you want transparency, etc). Amaurice talk 13:14, 22 May 2007 (UTC)

Gimp style mapping[edit source]

The[GNU Image Processing ] is an Open Source, professional class, image editing and general graphics utility. This section briefly explains how you can use the gimp to make a dungeon map from many smaller minimaps.

The elemental structure of the gimp is a layer. The bottom layer (or background) can have a lot of layers above it. Each pixel in a layer can be assigned a transparency level. Transparency determines how much of the lower layers shine through the layer. Each layer can be offset anywhere in the final image. Layers can be rotated over very small angles, which may help to improve allignment of minimaps.

The starting situation is a sequence of game screenshots. I use a special tool to capture a 765 by 503 bitmap screenshot of the game window.

  • After starting gimp, create a new file and make sure the background is black (as all maps have a black background).
  • From the image window, select "file->open as layer..." and read in the bitmap file. This will be in a layer of its own.
  • From the image window, select "layer->mask->add layer mask..." and the "add layer mask" window will pop up.
  • In this pop-up window tick the checkmark "Black (full transparency)" and click "OK". The window will go black as the mask makes the entire layer fully transparent.
  • Now the idea is to remove the transparency for the minimap area of the layer.
  • With "tools->selection tools->rect select" activate the rectangle selection tool. Use is to select an area that includes the entire minimap. A dotted line will mark the selection.
  • Make sure the foreground color is white (non transparent) and use the "Fill with a color" tool to fill the selected area with "white" or "non-transparant".
  • Now only a rectangular area around minimap is visible and the remaining part of the image is black (the background colour).
  • Select a black brush to manually make any part of the image around the minimap transparent. First use a large pencil to do the larger corner sections and use a smaller pencil and a 400% zoom factor for the minimap edges. (It may help to change the color of the background to white to better see the black edge of the minimap. When you return to editing the minimap layer make sure you select the mask layer (in the layers tools window). The pencil gives a nice sharp cut-off which is needed when you place layers on top of each other.
  • Note that the mask will be re-used for other layers, so it will pay off to create a good mask.
  • The result after processing is a layer where only the minimap area is non transparent.
  • Save your work in an ".xcf" file to make sure your mask wont be lost during later edits.
  • Now read in another screenshot in its own layer (see earlier).
  • Add a mask layer to it as in the previous method and use the defaults (fully opaque).
  • activate the mask layer from the created mask (right rectangle).
  • copy the mask (edit->copy)
  • select the mask layer of the layer that contains the new mask and the new screenshot.
  • in the image window use "edit->paste into". This will create a "floating layer" at the top of the layer stack.
  • again in the image window select "layer->achor layer" (or the shortcut ctrl-H). The floating layer now is in the mask layer of the new screenshot layer.
  • Both layers are now on top of each other and the top one hides the lower one.
  • deselect the mask layer by selecting the left rectangle of the layer.
  • now you can use the move layers tool to reposition the layer. By combining small rotations (if necessary) and moves, you can position the minimaps to generate a complete map.
  • this process was used to generate my first ever map of the the final version has a traditional black background.

Re: Maze Question[edit source]

Is the maze in the random event random or is it the same maze and does only the player location change? If it stays the same, it might help to make a map with all the gates and solution paths displayed. That would take a bit of work, but this only sacrifices a single maze event. The only problem might be that the maze wont let you take the "wrong" way in some parts of the maze. I havent yet determined what triggers this maze behaviour. Miw 14:24, 12 January 2007 (UTC)

Yeah, the maze is the same for all players, only the start point changes. Sadly the event is rare to see and making a map can be hard if you have short time, but I'll try to do it if i happen to be teleported there. About your last comment, it appears to be a prevention against newbies, if a newb takes a wrong way more times than expected, the maze won't let him do it. Darkstorm207 22:04, 12 January 2007 (UTC)

Requested Featured Articles/Attack[edit source]

You put Barbarian Assault and Contact! under the Attack subpage....why? JalYt-Xil-Vimescarrot 14:42, 15 January 2007 (UTC)

Just discovered my error. Soz --Miw 14:44, 15 January 2007 (UTC)

THANK YOU![edit source]

Thank you so much Miw. If this method works (I am trying the WMware), I will give you your payment for being so nice and helpful. Man o man, I like people like you, who go out of their way to be helpful. Thanks! --Jeremy cleveland 23:45, 2 February 2007 (UTC)

Re:Islands question[edit source]

You mean this image? I got it from the world map...Just a simple printscreen job. I did have it without the names on, and was going to make some of my own (Obviously, the same names, just a different font or something) but Paint won't let me do that without it looking rubbish, so I took a pic of it with the names. :) JalYt-Xil-Vimescarrot 16:51, 7 February 2007 (UTC)

Funny Log In[edit source]

This is what i was saying when you spoke before you logged in. --Whiplash 19:53, 9 February 2007 (UTC)

This always happens when someone sends a message with their private chat off. JalYt-Xil-Vimescarrot 19:57, 9 February 2007 (UTC)
This happened while i logged on and had pm on friends. --Miw 20:06, 9 February 2007 (UTC)
This occurs when someone who has private chat off messages someone. The message will go through, thereby forcing their private chat to revert to 'friends' (because the person is on their friends list).

construction[edit source]

Yes, I tried to fix the grey part of it to make it transparent. Obviously, I did something wrong. I dont know how to fix it. I was really mad at myself. I was trying to make the gray background skill icons change to have an ordinary background colour of white. Sorry <._.>Yellow partyhat.png Ilyas Talk Contribs18:47, 16 February 2007 (UTC)

Just so you know[edit source]

Eucarya nominated you for user of the month, if you have any objections say them now. And good luck with the nomination. ^^ --Whiplash 19:28, 14 April 2007 (UTC)

Re:Chinese[edit source]

Seems logical even if he isnt botting he is still breaching Rule 12 though I suspect he bots much of the time. And I guess that chinese statement would signal he is from China. --Whiplash 09:51, 1 May 2007 (UTC)

Vimescarrot[edit source]

He quit. :( don't bother asking him anything. SyugecinDragon halberd.pngtalkcontribs 13:11, 2 May 2007 (UTC)

Re:TzHaar name template[edit source]

I believe some names are dominant over others, but finding two people willing to help with the exact same maximum combination of stats in different stats is...difficult. Zezima is a JalYt-Ket, so Ket is presumably dominant over all of the others. I would say that it goes Xil, Mej, Hur after that, based on some early research I did, but I figured it would be too difficult to carry on, so I abandoned it. Still, that's the best you're likely to get, unless you strike lucky in a Customer Support query. JalYt-Xil-Vimescarrot 16:05, 2 May 2007 (UTC)

Oh, by the way, it would be relatively easy to do on a new account, but I can't make one. (I don't pay for my own membership.) If you can, or you know someone who can, then just get them to train two classes (Xil, Ket etc) to the same combination level, and see which is dominant, for every combination. JalYt-Xil-Vimescarrot 16:07, 2 May 2007 (UTC)

Space used expanding templates[edit source]

How do you find out the space used in the process of expanding the templates? Is it in one of the logs or something? It looks quite useful. Amaurice talk 09:45, 23 May 2007 (UTC)

This is automagically inserted as commented html into the generated web page. So go to the rendered page, view source and search for pre-expand or include. This will get you the values for that page. As the insertion mechanism does not overflow the buffer, getting close to the upper limit means that there could be problems. I'm not quite sure if the clickpic change has any real effect. Everyting on a template page is included, even the stuff in tags. Separating documentation into a separate file seems to help (as advertised). The XP split made a huge difference as it is used several times. Changing clickpic may also help as it is used quite a few times in the Skill template. --Miw 09:57, 23 May 2007 (UTC)
Thanks. I can see it in the page source. I can check that in future. As for the removal of multiple calls to Template:Clickpic from Template:Skill clickpic, it was my guess that it might help because it reduced the content of each #switch value to just the image url itself. I'm now off to view some page sources .... Amaurice talk 10:09, 23 May 2007 (UTC)
Oops, my mistake. I didn't realise you removed clickpic, which is indeed a great improvement (especially as clickpic has a sizeable documentation part which is also added to the pre-expand include buffer). See the clickpic discussion page for another optimisation possibility. --Miw 10:21, 23 May 2007 (UTC)
Well, I changed the Template:House room (and underlying Template:House roomshape) to move the documentation into a separate files, and My House page went from a pre-expand include size of 175k down to 46k (for 20 rooms). That's about ¼ of the size!!! Nice one. Amaurice talk 15:43, 23 May 2007 (UTC)

Template:RuneReq[edit source]

I had some spare time, so I've already started. Like you, I think the major runes should be on the left. See Template:RuneReq. I'm working down the Magic page atm.

I didn't use an inner Template:RuneQty because I wasn't sure it if would be more expensive that just doing inline (since there's not much that needs substituting).

Anyway, I'm working down the Magic page atm, and I think it does look much better. I will do the lunar and ancients after. Amaurice talk 16:05, 24 May 2007 (UTC)

Phew, Done. Thanks for the good suggestion. Amaurice talk 17:14, 24 May 2007 (UTC)

Template:Construction rooms[edit source]

Wondered if you wanna help. Can I ask about room capacity? If I build dungeon entrance in formal garden, would this mean I have to build a dungeon stairs room? Mr. Garrison 16:55, 7 June 2007 (UTC)

Thank you very much. I'll add a house plan to my userpage soon..... Mr. Garrison 17:58, 8 June 2007 (UTC)


Houseplan[edit source]

I can't work the houseplan templates to my design, could you give me a hand please? And I was wondering if you wanted a suggestion for your house layout problem involving the workshop and formal garden. Mr. Garrison 20:11, 9 June 2007 (UTC)

Thanks for that, I tried but it isn't working. It comes out with doorways facing the wrong way. Anyway, I'll try again. Mr. Garrison 10:35, 11 June 2007 (UTC)

Do I need to have a stairs room in my dungeon or could I just use the oubliette as access? Mr. Garrison 13:48, 11 June 2007 (UTC)

Thank you. And for the workshop I'd have to go with moving the slave bedroom idea. Cheaper and quicker. Mr. Garrison 17:21, 11 June 2007 (UTC)

I've added a special Filler room to the Template:House room, which takes up the space of a room without drawing a room. This can sometimes be useful in lining up floors (e.g. so dungeon lines up with other floors), without needing to use "width=100" or dummy rooms.
I've also removed my old examples in the Template:House room documentation as I think your section on creating floor plans is more readable. Amaurice talk 16:43, 12 June 2007 (UTC)

Goodbye hope to see you around sometime[edit source]

Well I've been hinting at leaving for a while now but I did it. I've quit RuneScape and the wiki. I wanted to say you were a very good friend and you taught me a few nifty tricks I didn't know. I want to wish you a happy life and good luck with 99 crafting. --Whiplash 01:00, 21 June 2007 (UTC)

The Template:House room has been replaced by the new Template:POH room makes it easier to specify which doors you want. Rather than having to give shape and rotation, you can now just give doors= followed by a list of the door positions (e.g. "nse" for north, south and east). I have updated your house plan to use the new template. Amaurice talk 15:52, 19 July 2007 (UTC)

Re:RS math section[edit source]

Unfortunately, the seeding for many of the random elements ingame is rather poor. A very significant population of the players have made accounts that are best suited for combat under the current seeding system, and because so many elements need to be adjusted if a more "fair" (Whatever that could mean) seeding system is introduced, the poor seeding remained. What I have noticed is that attacks seem to lean towards the higher numbers (or a zero, the higher your maximum damage is, the longer the chain of zeroes is), and the probability for hitting certain numbers may be determined by the integral of some curve, with a constant interval for each number (say, integral of f(x)=2^x for the interval 0<x<0.2 (we call this value M) corresponds to one, integral of f(x)=2^x for the interval 0.2<x<0.4 (we call it N) corresponds to two, and the sum of the resultant values (M+N) is the base for determining probability, call it A. The probability of you hitting a 1 would just slightly be lower than the probability of you hitting a 2. And as you can see, the curve gets steeper and steeper as X increases, and it is quite similar to what we have in RS. Now, I'm not saying that this is the exact seeding system for RS, but it's somewhat similar. Regarding drop rates, that I cannot answer, for that accurate results can only be obtained if the Ring of Wealth is not worn. It affects the outcome of the drops by determining value according to High-Alchemy prices. Meaning that if a monster that drops a bronze square shield and a partyhat (Assume both of the items fit into one category for the first randomizer) is killed, and the ring of wealth is worn, the monster would be much more inclined to drop the bronze square shield, rather than the partyhat, if the category was chosen on the first spin.
Spiked boots detail.pngDoomedrusher|Talk||Contributions||Edit Count| 14:25, 4 September 2007 (UTC)

Also, regarding the predictor as to the outcome of a duel between two players, I can tell you that I found the Attack level to affect the outcome the most, Defence second, and surprisingly, strength third. This makes me wonder why so many people decided to make strength pures, as it is the most "useless" combat skill. A person with 99 attack, 70 defence and 70 strength would win over a person with 99 strength, 70 attack and 70 defence around 65% of the time, assumed that both players use the same melee equipment with no special effects.
Spiked boots detail.pngDoomedrusher|Talk||Contributions||Edit Count| 00:11, 5 September 2007 (UTC)

Re: Templates Again[edit source]

I'm not quite sure what the thinking is here. When would the sequence of images be used? On the herblore page, it might page the page rather long (the images would take more space than the table of herbs). Also, if in a long list, the herbs, etc, might not line up making readability more difficult.

However, it could be used as an example on the herb page (e.g. just showing the guam to attack potion, and maybe examples of ones with coconut milks). Then on the herb pages themselves, it might be useful to show what potions could be made with each herb.

There are a few potions that take unusual combinations (not the normal herb + secondary):

To cover these, you could have a template with arguments like:

{{Potion|name|xp|base|herb|secondary|numsec|extra1|extra2|extra3}}

Where:

  • name = name of the potion
  • xp = XP gained (if you find some way of showing the XP)
  • base = "water" or "milk" (for coconut milk)
  • herb = name of herb
  • secondary = secondary ingredient
  • numsec = number of secondary ingredient
  • extra1 = extra ingredient 1
  • extra2 = extra ingredient 2
  • extra3 = extra ingredient 3

You could either use positional parameters (as shown), or use "named" parameters (e.g. "herb=guam"). Not sure which is best.

I don't know how much time I'll get today, but if you want to start with the Potion template and let me know, and I'll update/help as I spot things I can help with. Amaurice talk 16:03, 11 September 2007 (UTC)

Thanks for Herblore Contributions[edit source]

Just wanted to say sincere thanks for contributing so much to the recent Herblore update of September 10 2007, and specifically for uploading so many updated images so soon after the update.

I know editing a Wiki is so often a thankless task, and just when we thought that articles were reaching a reasonable standard, Jagex goes and changes things, and we have to change everything all over again! In all fairness though, great update, certainly not making any complaints about it.  ;-)

Keep up the good work.  :-) Warm regards and best wishes, Leevclarke 23:32, 30 September 2007 (UTC)

There you are![edit source]

This may be a day late, but, welcome back! I haven't seen you edit since November! Dragon medium helm! Whaddaya know?Chiafriend12Better than rune!I have 12 friends. 10:00, 3 January 2008 (UTC)

Havent played over the xmas period. And there were not that many topics that i found interesting to write about (GE, duel update, wildy update, trade update). Quests are more fun tho. Miw 10:08, 3 January 2008 (UTC)

Re: Combat template[edit source]

I updated the following templates for summoning:

I don't know if I've missed any others. Amaurice talk 14:39, 16 January 2008 (UTC)

Chaos tunnels[edit source]

I redirected your page on the 'Chaos tunnels' to the page 'Chaos Tunnels', which already existed. Simply a case of a missing capital letter I believe. I had a quick scan through your article and couldn't find any major differences in content compared to that of the current page. If there is anything missing, however, I'm sure you would be better able to spot it. In particular I was impressed with your map work and would encourage you to relocate that to the current page.

Dechaineux Talk 15:19, 22 January 2008 (UTC)

Re: falconry image[edit source]

You're most welcome. It's been fun 'gimp'ing stuff here. Now i just need to dig into the textual prefs file and set those antialiasing defaults to off... ~kytti khat 15:07, 19 May 2008 (UTC)