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User talk:Dfoplayer

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Revision as of 15:01, 1 September 2015 by Dfoplayer (talk | contribs) (Metastasis Page Redesign: responce)
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Archive 1 From December 2011 to January 2013
Archive 2 From May 2014 to June 2015

What why

Why did you mess up a lot of the basic skills (assumin it was you, I noticed you did it for the Dark Knight). The pages look far uglier with all the skills not having their boxes. Copain (talk) 22:31, 9 July 2015 (PDT)

Uhh, which part of Dark Knight? Everspace created Template:ClassSkills so that any time we add new skills, the list will auto generate and no need to add in Dark Knight/Skills page. If needed, I'll look around to see if we can change the DPL extension output to boxes instead of bullets. --Dfoplayer (talk) 22:39, 9 July 2015 (PDT)
Yeah I never mentioned before but I agree with Copain. I like the skills better when they look like they're in tables instead of the bullet format.--SirKerfluffles (talk) 17:51, 10 July 2015 (PDT)
It is very hard to configure DPL to output in tables, for someone who doesn't know HTML and CSS.--Dfoplayer (talk) 20:27, 10 July 2015 (PDT)
EDIT: I think I got it, check it out. Is this what you guys were looking for?--Dfoplayer (talk) 21:09, 10 July 2015 (PDT)
Better then what we currently have. Copain (talk) 15:39, 11 July 2015 (PDT)

Toggle category

For Skill page Type 3, is it supposed to be toggable? All I get when searching around is recommendation to use togglable or toggleable. I want to make sure right now so every skill is using the same spelling for categorizing later. In addition, what counts as a togglable skill? Do passive skills you can turn off count like Insanity or only use it for skills like Frenzy that last until canceled or you run out of resource to maintain it. I noticed passives like insanity are grouped as conversion skills in game.--Lokd (talk) 08:48, 12 July 2015 (PDT)

For now, yes, Type3 means to be Toggable or blank. I understand your searching, so I asked User:AradEditGuy for F Slayer's Tooltip description. He said it did not specifically say Toggable and it said something like "Press the Skill Key to turn it on or off" so I went with the spelling Everspace had.
I do not know what category "Conversion" for passives is, so your going to have to ask someone else. If needed, we can add that to |Type3, which is why I did not pick |Toggable=y/n, to allow new categories in the future.--Dfoplayer (talk) 09:51, 12 July 2015 (PDT)
Ok, that page has it spelt as togglable but the current page has it spelt as toggable.
Adding it to type 3 sounds like the plan as I don't think a skill can be both togglable and a conversion skill. Or maybe that is just over complicating things and we can just consider them togglable. You can see what I am talking about with passives being grouped as conversion skills if you click the arrow next to your hotkey bar.Conversion is always there as well as any passives you have that can be turned off, seen here--Lokd (talk) 10:19, 12 July 2015 (PDT)
LOL. I spelled it wrong. My bad. Let me fix asap. As for Conversion we can put it at |type3=Togglable.--Dfoplayer (talk) 10:46, 12 July 2015 (PDT)
Fixed. Another thing to note is that some skills that are using SkillPage have hard coded categories like Wave Manifestation Brand. Those need to be removed.--Dfoplayer (talk) 10:57, 12 July 2015 (PDT)

GIF for M Striker and M Nen Master

Just edited M Striker and M Nen Master for its 2nd awakening name, artwork, and GIF. But the GIF seems that it doesn't play but you can click it to open the page and see it to play. So I have no idea how it to play normally on info panel. Let me know if you can fix this, thanks! --Aero X 999 (talk) 22:39, 15 July 2015 (PDT)

Most likely it is caused by going over the mediawiki limit. Try to cut out as much white space as you can and resize the gif to be smaller. If you look at File:Eclipse Ani.gif, the file size 421 KB while yours is over 1 MB. --Dfoplayer (talk) 22:53, 15 July 2015 (PDT)
Oh thanks for letting me know, I had no idea how that it limit the MB for GIF, I'll edit right away. --Aero X 999 (talk) 23:05, 15 July 2015 (PDT)
Ok, edited and fixed; now it works! Thanks again! --Aero X 999 (talk) 23:24, 15 July 2015 (PDT)

Great, I just fixed by resizing the GIF and checked it again and now it doesn't work properly. --Aero X 999 (talk) 01:46, 16 July 2015 (PDT)

Sometimes, the browser has an old image for the web page. Makes them load faster. On the very top (right to history button), there is a dropdown arrow. Click refresh, exit the page, and re enter the page. My phone displays the GIFs properly except for File:NenEmperor1.gif. That one still needs to be resized.--Dfoplayer (talk) 07:12, 16 July 2015 (PDT)


Handling Skill Info for the Metastatis Project

Hey, so I tried out applying the new Template:SkillPage to Block Throw, Torpedo, and Muse's Uppercut. Once all the skill pages use the template, it automatically covers that minor categorization step mentioned on The Great Skill Metastasis Project page. I'd like to go about converting all the non-template pages en masse like I did for (most) of the skill icons, but I'm assuming the main goal of the metastasis page is to show a list of skills pages with info that's updated (use the skill template) vs. outdated (don't use the skill template). So there's 2 options here, I can either

1. Spend countless hours converting pages (I'd only be able to copy the info already on existing pages), and label them with
 {{Missing Info}} 
like I did for Torpedo and Muse's Uppercut. Or use some other method to label pages with outdated info.
2. Spend a more amount of normal hours filling pages for the classes I play with glorious information (Male Brawler, Dark Knight, some f. slayer sometime soon) and leave the rest up whoever decides to work on stuff.

I'm more a fan of Option 1, since it makes updating info more accessible to more people. From what I've seen there aren't too many people working on metastasis, meaning this isn't gonna get done anytime soon. So if it can get to the point where the only stuff left to do is updating the skill info, you could try and ask around to all the people who play a certain class and ask them to just fill in the blanks. Totally fine with Option 2 too though, so I can move on to other things.


I personally was planning on option 1, where I was going to migrate as many skills pages as I can to SkillPage. Except I didn't expect my summer internship to be time consuming.

When converting, just keep the youtube code in the |Video part of skillpage

|Video={{youtube_tn|eE7TV_YDLPc}}

should be

|Video=eE7TV_YDLPc

--Dfoplayer (talk) 13:03, 16 July 2015 (PDT)


Alright then, guess I'll start on some. Since Template:Outdated is on the main page, I think I'm gonna use that instead of the Template:Missing Info tag to make the project more visible.--SirKerfluffles (talk) 14:51, 16 July 2015 (PDT)

Since both do the same thing, I would prefer MissingInfo than Outdated, because it adds the pages to a missing info category. I will do a text replace on all pages and delete Outdated. --Dfoplayer (talk) 16:55, 16 July 2015 (PDT)
Shit man, gotta get more people on this. Blade Master active skills alone took ~2.5 hours--SirKerfluffles (talk) 17:26, 16 July 2015 (PDT)
Seems reasonable. Took me a couple hours to convert all Summoner Skills. I'll try to set some time aside during nights, but I love my internship. --Dfoplayer (talk) 20:24, 16 July 2015 (PDT)


Finished Male Slayer upgrades in about ~20min. The way I do it is take the same type, type2 skill that someone or I finished, like Mountainous Wheel Upgrade, copy and paste

{{SkillPage
|Name=Mountainous Wheel Upgrade
|Video=
|Gender=
|Class=Male Slayer
|Type=Passive
|Type2=TP
|PrerequisiteLevel=50
|PrerequisiteSkill={{IconLink|Mountainous Wheel}} level 10+

|Command=
|Description=Increases Jump Height, Bleeding duration, Attack Power, and Shockwave range for {{IconLink|Mountainous Wheel}}.

|Attributes=
*{{TP per level|1}}

and modify certain things, like |Name={{PAGENAME}}, skill requirements and such. For me, it makes the same group of skills goes faster.--Dfoplayer (talk) 21:07, 16 July 2015 (PDT)

I just fixed SkillPage to include two classes. If we have three classes, then I'll go nuts. Lightsabre Mastery is one of the few with two classes. --Dfoplayer (talk) 21:44, 16 July 2015 (PDT)


Black Arachnia Undelete?

Hey, is it possible to retrieve stuff from deletion? Only one of the Black Arachnia pages was supposed to be deleted (the one with improper spelling). I just marked both since I didn't know which one it was and described it in the reason. --SirKerfluffles (talk) 18:54, 17 August 2015 (PDT)

Yes, it is possible. Sorry, I use mass delete to wipe everything. I'll make sure I read the reason in the future. --Dfoplayer (talk) 18:58, 17 August 2015 (PDT)
Alright, np. Something to keep in mind on this side too. --SirKerfluffles (talk) 19:28, 17 August 2015 (PDT)


Metastasis Page Redesign

Hey, so in a few hours all the template conversions will be done, barring some miscellaneous cases of things that should be deleted or archived. So considering that how it works right now (from my limited understanding) is that the DPL loading thing reads whether or not a skill page uses the Template:SkillPage or not , can you change it be to that it separates the pages to be based on if it uses Template:Missing Info or not? That way we can get the visual functionality back of which pages need to be info updated or not. Also it'd probably be a good idea to update the project description at that point. --SirKerfluffles (talk) 22:16, 31 August 2015 (PDT)

Added. I wanted to use tabs or hiddentext, but template fails to load. The page just has no SkillPage and Missing Info lists. --Dfoplayer (talk) 22:48, 31 August 2015 (PDT)
Well, I underestimated the Kunoichi section. Way too many skills and all those colons messing up automation. Super tired. Will have to finish tomorrow. Once everything's out of the "doesn't use skill page" section it can be deleted. Unfortunate about the template not loading though. Hopefully some kind of work around can be made. --SirKerfluffles (talk) 00:45, 1 September 2015 (PDT)

Nice! Didn't notice that the new "Missing Info" list generated before. Anyways, before removing the other "lacks skill template" section, it's probably a good idea to take care of these so they don't just become lost as random stray pages:

--SirKerfluffles (talk) 14:51, 1 September 2015 (PDT)

1) I'm pretty sure the male fighters need to be moved to <Skill> (Male), ex: Spiral Nen (M) -> Spiral Nen (Male).
2) Some of those skills have been removed, so the proper thing is to delete the categories so they don't appear in the lists (and maybe mark them with delete). When I mean to archive content, I usually mean some feature, like the short-lived Fair Arena, and not skills. There's a debate on that.
3) Execution can be deleted, correct? --Dfoplayer (talk) 15:01, 1 September 2015 (PDT)

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Contents

Thread titleRepliesLast modified
Changing $smwgQMaxSize?613:11, 22 March 2016
Abunova -> Abnova210:57, 3 March 2016
Epic Quest Format620:36, 5 February 2016
Back to Top of Page Template919:28, 3 February 2016
Removed Skills722:13, 24 January 2016
Changing skill names1022:32, 20 January 2016
Custom CSS files allowed or not?306:28, 19 January 2016
Albert Skills on the New Skills Template1810:02, 17 December 2015
Visually Updating the Epic Quest Page107:48, 23 November 2015
Neo Premium Contract added in Item Shop category218:41, 10 September 2015
First page
First page
Next page
Next page
Last page
Last page

Changing $smwgQMaxSize?

Is it possible to increase the value of $smwgQMaxSize? Even after some optimization, the default value of 12 makes it currently hard to search for certain things using the Equipment query — the default size for every query is 4, the most expensive filter Armor (without specifying slot or weight) bumps the size up to 10, which makes it impossible to further filter by stats (+2 to 3), skill bonuses/alterations (+3 to 5) or all skill bonuses (+3 to 7). Setting $smwgQMaxSize to 17 should probably be enough since there shouldn't be a reason to specify the search much further and unlike Armor, the other category filters only have a size of 2.

14:56, 13 March 2016

I will ask the site owner and keep you posted.

15:37, 13 March 2016

All right, thanks!

15:43, 13 March 2016

The site owner had finals this week. She said she would try to change it this weekend. How do we know if the size has been updated, without her confirmation? Do we just run a query?

18:20, 18 March 2016

Pretty much.

{{#ask:
{{#arraymap:1,2,3,4,5,6,7,8,9,10,11,12|,|@@@|[[@@@]]|}}
|format = debug}}

If you preview that, it will explicitly tell you the size of the query. You can just try appending more numbers and if you get an error and the query size doesn't increase anymore, you've reached the current maximum size.

14:24, 19 March 2016

The size has been updated to 17.

06:56, 22 March 2016
 
 
 
 
 

Abunova -> Abnova

Hi Dfoplayer. Sorry to bother you but can you change Abunova to Abnova on the main page? It has been bothering me for quite a while now XD Thanks!

10:33, 3 March 2016

You can actually change it through Template:Newmenu. I can do it right now, however.

10:43, 3 March 2016

I see. Thanks!

10:57, 3 March 2016
 
 

Epic Quest Format

Hey Dfoplayer. I'd like your opinion on the Epic Quest format for Vilmark - Area 50 (Epic Quests). I added the Hidden Text Template to the dialogue to minimize space. I also added a section for Dungeon Maps for scenario dungeons (if necessary). How does it look? Does it look too clunky? Is it user friendly? Is it too overwhelming? I was thinking about surrounding the quests in the Hidden Text Template, but some of my friends said it was gratuitous.

Anyway, I'm just concerned on what the standard should look like before I start editing on a large scale. I have most of the information ready to input from Abnova to Time Gate. I'll probably have Power Station information ready in two weeks.

14:53, 3 February 2016

It's good to minimize space, and I would just leave it like the way you have it. I'm not sure if we need the dungeon map for the non-noted quests, such as "To Prevent Another Incident" or "Collecting Terranite."

15:04, 3 February 2016

I understand your point. However, I only add notes about Quest Item drop rates, APCs, or helpful hints/strategies. I feel there could be certain scenarios where the notes would be unnecessary such as straightforward clear the dungeon quests. The dungeon map still may be necessary for completion.

In the cases of Vilmark - Area 50, City of Noire Ferra, and Reshpon Village of Pain, the dungeon map pretty much stays the same, so it seems a bit redundant. But in actuality, it may differ from the actual dungeon. (<- I may have to review my notes on the quests.) Special Dungeons are an exception to this. I could remove the maps on those two aforementioned quests and put a note stating that the map does not change for the rest of the quest line; if that helps.

However, in most major epic quest lines, scenario dungeons alter the map to fit the objective. Most don't require notes. For the most part, I recommend that we should keep the maps for consistency reasons.

15:25, 3 February 2016

For consistency reasons, I see your point.

If we start to use the table method of dungeon maps, we should think about a template. Over at Mabinogi Wiki, they place everything in Data Templates, which is then used in DataFormat Templates. This allows them to reuse the data in any page. Someone here does not like in-line css.

15:58, 3 February 2016

Makes sense. Manually using the table method could result in some pretty messy and extraneous code.

As a suggestion for the template, it could take in as parameters the number of rows and columns. Then it could fill in spaces with image files of corresponding map sections from the given tuples locations. These images probably would include:

  • End Points: Map E.png, Map W.png, Map N.png, Map S.png
  • Straight Path: Map EW.png, Map NS.png
  • Corner Point: Map NE.png, Map SE.png, Map NW.png, Map SW.png
  • 3-Way Junction: Map NSE.png, Map NSW.png, Map SEW.png, Map NEW.png
  • 4-Way Junction: Map NSEW.png
  • Boss: Map Boss.png
  • Empty: Map Blank.png
18:45, 3 February 2016

Yes. Hopefully we can find a template someone already created on the internet.

19:30, 3 February 2016
 

I would look to semantic holding a "map", and then {#ask:}ing for it.

The whole DataTemplate thing gets really cyclical real quick, and a pain in the ass to debug or use outside of those templates. I was hoping to transition from that, over to semantic which does all the things we want much easier.

20:36, 5 February 2016
 
 
 
 
 

Back to Top of Page Template

Hey Dfoplayer. I was wondering if there was an existing "Back to Top of Page" template on the wiki. I think it would be pretty nifty to have; especially with long pages such as Antwer Canyon (Epic Quests).

02:57, 2 February 2016

Yup. It's possible. I'll look into it.

EDIT: I added a floating css "back to the top" on my talk page on bottom right hand corner. How does it look? Need color changes? background color? Feel free to experiment in "inspect element" of firefox or chrome.

09:01, 2 February 2016

Yeah, that looks great! Thanks. I'll test for color/background changes later. I'll probably look into putting a small box with a border around it with 25% Transparency to make it slightly easier to see. I'm still looking for a good color, one that doesn't look to bland or too bright to be distracting. I'll probably go with Beige #f5f5dc or WhiteSmoke #f5f5f5 or Lavender #e6e6fa to match the wiki's colors.

12:22, 2 February 2016

Yea, what we could do is use this example. The box is on the bottom right.

Once we decide the formatting, I suggest we make a template called {{BackToTop}} and we place that into any long pages.

12:26, 2 February 2016

Maybe we can use a format similar to this: Clickable Button Template

18:06, 2 February 2016

I would like to work on css and making nice buttons and stuff, but I haven't had the chance and the bigger fish to fry (like Semantic Wiki and SkillTemplate) have taken up my actual time...

18:08, 2 February 2016
 

That is very interesting. I'll try to apply it to my Talk page.

18:59, 2 February 2016
 
 
 
 

Alright. We are now live. Template:BackToTop. Go ahead and place {{BackToTop}} where ever you see fit.

19:28, 3 February 2016
 

Removed Skills

Hey Dfoplayer, do we keep removed skills such as Massive Countdown.png Massive Countdown or Twin Gunblade.png Twin Gunblade on the Class Skills Template or do we change the class name to something like N/A on the Skill Page Template to make them not appear or just place the Removed Content Template? I'm worried that keeping old skills on the class skill pages may confuse users.

21:23, 20 January 2016

For now, just add the Removed Content Template. I will discuss this with Everspace.

06:13, 21 January 2016
 

I just implemented the new SkillPageTest. Check it out on Massive Countdown.png Massive Countdown. Any thoughts?

21:02, 23 January 2016

I think it looks good. Should the other categories stay, just wondering?

22:28, 23 January 2016

Well, the reason why Category:Cube Skill and Category:Cancelable Skills shows up is because we are using the template in "Attributes" section. The rest of the categories can be seen in the infobox on top right, and SkillPage would auto fill in the wiki code for us.

Personally, I think we just need Category:Removed Content. Otherwise, if the someone were to navigate to Male Mechanic Skills Category, they would see Massive Countdown.

22:43, 23 January 2016

oh I see.

Personally, this category was long needed. It's good to have them around still for nostalgia's sake, I just wish we could've saved the older skills instead of deleting them.

22:54, 23 January 2016

Not necessary. If the webmaster did not clear out cache, then I can restore some pages from mediawiki's recycle bin. I just need to look through the deletion logs, which could take sometime due to the old icons floods...

23:00, 23 January 2016
 
 
 
 

Alright. It's been added to the main skillPage. If you see any Removed Skills, go ahead and add the parameter "|RemovedSkill=Yes" and it will auto fill in the template:RemovedContent.

22:13, 24 January 2016
 

Changing skill names

Hello, I have no idea how to change these skill names since DFOG has the different name on these same skills. Can you tell me how to do it? :/

05:30, 1 December 2015

On the very top of the page, there is a drop down arrow near "view history". Hover your mouse over it and there are more options, including "move" button. Use that to change the skill names.

07:47, 1 December 2015

Hello again, I do know how to move pages to change the skill name but however I have a issue that it couldn't allow me to move the page under new name. Any idea why what wrong it is?

07:56, 19 January 2016

Why you can not move any pages is beyond me. Sorry. But it seems like you were able to move Raining Sky to Cave-in recently.

13:01, 19 January 2016

Likely another page with the same name already exists. I have this issue right now where Neople changed red rose to bloody rose but there is already a weapon with that name so now the skill has a weapon beside instead of the right icon. What to do?

13:12, 19 January 2016

Could you change the page to Bloody Rose (Skill)? We may need a Disambiguation page for those conflicts.

13:16, 19 January 2016
 

Yeah I just realized I put wrong name on Reason for move instead the name itself. Wasn't paying attention where I typed it in.

14:09, 19 January 2016
 
 
 
 

Custom CSS files allowed or not?

Hello Dfoplayer. There are no clear policies about CSS files of user pages up to now. Are the CSS files of user pages allowed here?

09:32, 18 January 2016

I'm not sure if they are enabled. If you checkout Everspace's User:Everspace/CssTomfoolery, you can see Everspace entered

{{#css:User:Everspace/CssTomfoolery.css}}

in the page.

Could you try that?

12:45, 18 January 2016

I correct my statement. My css file allows me to change "<pre", so yes, user css file should have an effect.

06:28, 19 January 2016
 

Don't try to get too fancy on the user page.

My tomfoolery page was just a place to test out the CSS plugin, and see if we can start using that in templates instead of all the inline garbage that's typically written.

00:14, 19 January 2016
 

Albert Skills on the New Skills Template

Hey Dfoplayer. Are Albert Skills compatible with the skill template?

14:49, 11 December 2015

What Albert Skills are we talking about? Like in Male Ranger, "Albert Quest Skills; Secret Land Runner; Freezing Bullet; Steyr AMR" ?

15:04, 11 December 2015

Yea, we used to have them on the older skill pages, perhaps there's a way to integrate them in?

15:41, 11 December 2015

They are already in the skill template? Unless you are talking about sending them to the "male ranger" category, I'd have to look into that.

16:08, 11 December 2015

Not just Male Rangers, Male Slayer and Fighters can recieve Albert Skills as well.

20:22, 11 December 2015

Ah. Gotcha. So, we want those skills to be in the nav bar of Male rangers/slayer/fighter, but under the column title "Albert quest skills"?
I just finished my finals, so I'm on winter break. It shouldn't take me long to figure out the skill template if that's what we want.
Could someone make a list of them? You need to visit the history of the page to find the skills. Like such:
Soul Bender's skills: Flip Side Counter; Blood Lust; Spirit Crescent

22:26, 11 December 2015
 
 
 
 

Well, if they were not compatible, they are now.
To use the albert quest, just enter the parameter "|AlbertQuest=Yes".

17:30, 12 December 2015

Tagging the male fighters doesn't do anything, but adds them to the female fighter's category.

14:07, 13 December 2015

I'll have to compensate skills with both genders then.

14:10, 13 December 2015

What's this Apply Poison? It belongs to Female Fighter, but Altair says "Apply Poison is exchanged for Poison Throw."
Does that mean, Apply Poison is now a Male Fighter skill after Albert Quest? I have a small gender solution, tested on Apply Poison and Poison Throw. But in this case, we need to think it out.

  • Scenario 1: If an Albert Skill applies to one gender, just mark |AlbertQuest=Yes, and the template will auto fill in one gender.
  • Scenario 2: If an Albert Skill applies to both genders, just mark |AlbertQuest=Yes, and the template will auto fill in Female and Male.
  • Scenario 3: If a skill is on one gender, but when marked with AlbertQuest, it applies to the opposite gender of another skill. We may need another flag to determine which class.
10:36, 14 December 2015

Yeah sorry... I probably should have worded that better. For the Fighter, when I stated "Xskill is exchanged for Yskill," I meant that the female skill is exchanged for the male associated skill. Meaning that the male class receives its male associated skill, not the female's.

Fighter Albert Quest Skills:

Female Fighter Male Fighter
Nen Master Suplex Thunder Lightning Knee Kick
Striker Crushing Fist Torpedo
Grappler Neck Snap Neck Snap
Brawler Apply Poison Poison Throw


Gunner Albert Quest Skills:

Male Gunner Female Gunner
Ranger Fastest Gun Fastest Gun
Mechanic Secret Land Runner Backup Land Runner
Launcher Steyr AMR Steyr AMR
Spitfire Freezing Bullet Freezing Bullet


I apologize for the inconvenience I have caused.

15:15, 14 December 2015
 
 
 
 
 

Visually Updating the Epic Quest Page

Hey Dfoplayer. I was wondering on your opinion if I should color code the Epic Quests page. I was thinking we could do the following to make the page more navigable/visually appealing to users:

  • Add an icon or color code for a quest line name that grants an EXP Potion as a reward.
  • Add an icon or color code for a quest line name that requires a prerequisite.
  • Change certain quest line names to orange of some sort to match the no level restriction quests in game.
06:25, 23 November 2015
  • I don't think the EXP reward is that necessary. Are we trying to point out, that these xx quests give you EXP potions?
  • A prerequisite color would be nice. Especially when you are over leveled and can not start a two level deep quest chain.
  • That, I don't mind it. I work on epic quests that are in the quest book, so I assumed any quest in there is for and under my level.
07:48, 23 November 2015
 

Neo Premium Contract added in Item Shop category

Wanted to let you know that I added the info for Neo Premium Contracts in the Item Shop category. It is listed in Contract table but not sure if it needed to move it to Premium table or not. Also make sure check it if I typed in the lists of benefits correct.

20:23, 8 September 2015

Thanks. I think it should be in the Contract section, and not Premium.

20:39, 8 September 2015

No problem! You're welcome!

18:41, 10 September 2015
 
 
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