Honestly, I actually forgot about the wiki. I've quit the game but I do have the intention to continue working on the wiki (albeit slowly since I'll only be updating the game occasionally), at least until I finish my to-do list. I'd offer you an admin position if you were interested in it but I can't with my appointed position. If you are interested, then the only method to become one would probably be through Ryxa.
You mean things like Zenith Medals and Cash-shop items? It's not a bad idea but it may be a little difficult to manage. It might need to lose items with updates (such as the skill card dungeon update making skill cards droppable). Then again, such updates are pretty rare for Onigiri. Up to you.
It's like it was planned to be put in the game then was abandoned. Ordinarily, I don't think it'd even make it onto a normal wiki. I guess categorizing them together may be good for a comprehensive wiki like this one.
Edit: Nevermind. Special refers to the rarity so it makes sense to have them for friendship items. I'll look into the item template because things like Friendship PayAce Vida, much like Stat Resets, don't really need rarities.
Edit 2: On second thoughts, why are they even classed as materials? I'll be changing them to etc. items when I get the chance.
Yes, I'm still active... kind of. I haven't got much time for wiki work at the moment so I'll probably continue to actually edit things in a few weeks (aside from the wep templates etc.) but I will still try to keep checking this wiki every now and then. The staff is probably the "Five Tail Dragon Sophos- White Flash". The linked page is quite old so the name's probably been changed.
Hi, I noticed there are inconsistencies among magatama pages for the Additional Effects section. Some have a ▪ before each effect, some don't. Most also have a space before + signs, which is different from weapon pages and your magatama table. What do you think should be the standard convention?
I prefer ■ bullet points for visibility since there's word-wrap and +/- signs in the text. I'll be adding them to the tables either next maintenance or the one after that. As for spaces, it should be however it's shown in the game. CyberStep isn't consistent with spaces (e.g. Apparent level +1) but I think most things are without the space before the plus.
It's a build-calculator for Cosmic Break, one of Cyberstep's other games and has stuck around as a success for years. I've used it for my own builds back in the day and it works like a charm.
Basically I wanna propose that someone takes the time to code in something similar for Oni, where a player can mess around with their base stats and type to see the resulting stats like Affinity, Crit, Cooldown etc. up to level 130.
Then afterwards in addition the player can add in a weapon and 4 Magatama with optional Ornaments (up to the respective Chakra limit) to see stuff like Element, SF, Attack Speed and Dura Consumption and vice versa. I can try to help with making it if you guys want. I've also showed Muffins what Cosmic Calc can do. It's just an easier way for players to check the full stats of their desired builds as well as test some stuff out.
Accessories and Titles can be added slowly later, but the priority would most likely be Stat Points, Weapons and Magatama first.
As you may know, I'm currently working on a similar project, Onigiri Damage and Stat Calculator. My future plans for it actually overlap a bit with your proposed plan so I'll mention it here.
It's a program (this version is currently unreleased) in which you pick out an enemy, magatama/magatama group(s), skill, attack conditions, stats (includes other stat modifiers such as titles), weapons and partners/mounts for various damage calculations. My program falls short on the plan you mentioned in that it doesn't include a stat point calculator, chakra calculator or a comprehensive list of equipment. These things couldn't be implemented well or would be of little use for it. In that respect, I can see that there may be benefits to your plan.
That said, I don't actually have much time to help out with actually coding the project at this time. Still, if you need equations and such I'd be happy to help out since I already have most of the stat/damage-related game calculations.
Oh, glad you're working on it. Muffins is working on something similar. Would you like to join the Discord server we're currently discussing it on? You might be able to collaborate it into a single project.
Two names for the same thing, apparently. "Sake Bottle" is more descriptive and is used in the game (e.g. "Increases variety and number of Sake Bottles you can own simultaneously.") so I'll go with that one.
It makes no sense so I'll be deleting it. In general, the categories on this wiki are a mess because... well, here's an example Weapons category page progression. Feel free to delete any category which doesn't seem to fit.
Yeah, I'd say it's not. The category seems like it'd be of little use to players since bosses usually turn into regular mobs anyway making "harder to get" items easier to get (<-I'm guessing the purpose of the category was to distinguish gathering difficulty).
Not that much of adding information but I've been thinking of reorganizing the skill tables a bit.
Something like this:
-"Max # of Enemy/Player Hitted" and "MultiHit Element" should be grouped together and included for all skills that can hit multiple enemies or something like "No Multihit" should be written if not. This is pretty important because exceeding the max hit number gives large damage drops (70% drop iirc and any "effective" bonus is cancelled).
-Multihit element should also be renamed to multihit cut because multihit element is something else.
-Multihit Cut should have a default value of 50%. I think I've seen a few skills which hit more than once but don't have any multihit cuts written (and don't have a zero value). I'm not sure if this is on the 8 pages so it might've actually been a partner page.
-Damage rates should also be added and maybe effective ranges too. I still need to look into effective ranges, though, since I'm not too sure what happens when the effective range is -1 or what happens if you add 2m to the -1...
-I was thinking of also grouping together aggro modifiers and adding aiming types.. maybe. Aggro doesn't seem to be too important in this game.
I'll probably change my thoughts a bit as I collect skill info. Also, the skill tables are fairly large as is so I might have to drop a few ideas too.
There might also be a few mistakes in the current tables as I've found a few in basic attacks.
Yes, damage rates would be very helpful. I still haven't been able to figure out damage rates for roughly half of the skills I check. Do you know what they are for Kinkoji, Great Kinkoji, or Tidal Wave Sublime?
If there's not a damage rate then it should be the default 1 but it seems that unusual skills are linked to efx kxr. Seems like it'll be hard to get without the filenames, though. These are the "aimScriptAttackCheck" and "scriptAttack" functions in the examples you mentioned. I'll try looking into it a bit more, maybe the weekend after next.