A Player Mod is a user whose contributions to the community are helpful enough that the devs have granted them a little of the power that a moderator has. The higher the player's mod level, the more powers they have. All players start with a mod level of zero and can level up as they prove themselves to the devs.
This page serves as a guide to mods of all levels, showing how to use the powers granted at each level.
A level 1 mod gains the ability to apply one of five basic flags. These flags can only be applied to a submission that does not have a basic flag on it already.
Note that all flags require a comment to be posted alongside them, so that your reasoning for setting the flag can be made clear to everyone.
The flags are as follows:
The submission is marked for deletion. This could be because it is inappropriate, impossible to implement, already exists, or other reasons. Use this when you are certain that a submission will not be accepted.
Clarification Requested (yellow)Edit
The submission is incomplete and requires some input from the submitter (or someone else) before it can be greenlit. Use this flag if you think there is something that needs to be added or changed about the submission before it can be greenlit.
The submission has everything it needs, either in the submission itself or specified in the comments, and is ready to be added to the game. Use this when you have no further issues with the item's stats and qualities.
The submission is satisfactory, but cannot be implemented currently because a vital effect is planned for a future update. Perhaps even distant future. Use this instead of the green flag if it meets the preceeding condition.
Dev Requested (white)Edit
This flag is a sign that the item is too complicated for a moderator to handle. Perhaps it suggests an effect which is currently not possible, but sounds like it could be some day. Perhaps the effects sound like they would be difficult to balance. Perhaps you're just confused. Regardless, setting an item with this flag will summon someone more experienced to take care of it. Feel free to use this liberally. Any time you need help, raise the white flag!
At level 2, you gain the ability to overwrite an existing flag with one of the above flags, or to clear flags altogether. Examples of application of this power:
- To mark an inactive yellow-flagged submission for deletion (or provide enough input yourself to salvage it with a greenlight). A submission is considered inactive if it has been yellow-flagged for at least a week with no submitter input. At that point, it is fair game for mods to decide whether they want to delete it or make changes themselves so that it may be greenlit.
- To bring an item out of suspension, assuming all of the reasons it was suspended in the first place are no longer valid.
- To request clarification on a submission that was already greenlit, in case something was vague or the mod who greenlit the item overlooked a detail or two.
- To correct and assist level 1 mods who still haven't quite gotten the hang of it yet. It's okay, we're all learning here!
At level 3, you gain two key powers associated with the red and green flags:
If you come across a red-flagged submission, or mark it as red yourself, you have the ability to actually delete it. We reserve this power for higher-level mods in case there is a mistake or misunderstanding. If you see a submission that is red-flagged, look it over and make sure the reason is valid, and if so, delete it. If not, provide your input on why it was unjustly flagged.
When you greenlight a submission, you may notice that there is a box for encounters. If the item belongs to an abstratus which currently has few other items in it, or you think an item is particularly creative, you may give bonus encounters to the submitter. Some guidelines:
- The amount of encounters should depend on how needy the abstratus in question is. Typically, an abstratus with less than 25 items gets 3 encounters, less than 50 gets 2, and less than 200 gets 1.
- You may add 1 or 2 encounters to this as a bonus for creativity, such as if the item has a neat effect or fits the components really well. This is all subjective, of course.
- No item is worth more than 5 encounters. If you give more than 5 encounters for a single item, we will find you.
- Reference/randomized items should not get encounters, unless they are truly ground-breaking ideas.
At level 4, you gain the ability to use the item editor to add greenlit submissions! This is where the real fun begins.
To get started, view any greenlit submission. If you are at least level 4, there will be a button labeled "Take this to the Item Editor". Click that and you'll be taken to the Editor page with the submission and a list of item fields, many of them automatically filled out depending on whether the item was submitted using the basic or advanced form. The following is a list of fields and how to deal with them:
(oh, and for any field, leaving it blank will assume the default value, usually 0)
The item's code. 90% of the time, this will be the correct code obtained from combining the two items from the recipe, but it doesn't hurt to double check. If you need to look up an item's code, just go to the item list. Level 4 mods and above will not only get a list of item names, but their codes and abstrati as well. You may also wish to preview one or both items to make sure the result fits the components.
The item's name should be different from any other existing item. Don't worry about apostrophes, the form will automatically preceed them with backslashes when the item is completed.
1 if the item is a consumable, 0 if not. Do note that you must be level 5 or above to create consumable effects using the Consumable Editor. You can create a consumable, but you can't set its effect once consumed. More details about consumables in the Level 5 section.
1 if the item is a base item and appears in the catalogue, 0 if not. A few words about base items: they usually require less than 10 grist total and rarely use grist types that are above tiers 1-2, if not just build grist. The power level (with bonuses) for a base weapon is never more than 10 if two-handed, or 6 if one-handed.
1 if the item is meant to drop from dungeon bosses, 0 if not. This is usually used for items that don't have a recipe but are too strong/expensive to be base items, but can be used for items that are very useful but would be difficult to obtain in a challenge mode session. To make it drop in a specific gate of dungeon, the total grist cost must fall within a specific range:
- Gate 1: 10-2000
- Gate 3: 1000-250000
- Gate 5: 100000-800000
- Glitched Gate: Any amount
1 if the item is a reference item, 0 if not. Currently has no effect other than separating referential base items from non-referential ones in the item catalogue for organizational purposes, but we have a few ideas for other uses, so be sure to mark an item with this if it's what the refrance.
The power level of the weapon/defense of the wearable. Not much to say on this one that you shouldn't already know if you've gotten this far :L
The various strife bonuses the weapon gives. The highest positive value is added onto the power level when determining a weapon's total effective power for grist balancing; for a wearable, all the positive bonuses are added together and THEN added to the power level.
Self-explanatory. This is your last chance to edit the description for spelling/grammar/wording before it becomes part of the game (aside from editing it later of course, but that requires level 5), so be sure to get that out of the way. Backslashes are not needed before apostrophes here, so if you see any, feel free to remove them. I can't remember if the form automatically removes them upon completion, so I'd say better safe than sorry.
Holds the values for the filename of the item's art and the credited player respectively. Currently, art uploading is for global mods and devs only, so please leave these blank.
The item's full abstratus designation. Make sure all weapon kinds are listed first, or if there are none, "notaweapon". Wearable designations are listed after that (including if notaweapon), followed by "computer" and/or "flying" if either apply. If the item was submitted using the basic form, the script will attempt to parse the additional comments for abstratus names and wearable keywords and build the abstratus here, but it's not perfect so be sure to double-check it.
The item's size, which determines the amount of space it takes up in storage and a weapon's handedness. Weapons that have a size of "average" or smaller are one-handed. Weapons that are "large" are two-handed, and anything above that cannot be wielded. "large" on a headgear denotes that it also covers the facegear slot. Acceptable sizes and their storage space usage, in order from smallest to largest:
- miniature (1 unit)
- tiny (5 units)
- small (10 units)
- average (20 units)
- large (40 units)
- huge (100 units)
- immense (250 units)
- ginormous (1000 units)
All special item effects and tags go here, using the proper syntax as stated in the List of item effects. Note that percentages do not include the percentage symbol. Multiple effects are separated by the character |. If you need help writing out an effect's syntax, talk to Blah.
This is below all of the grist costs for reasons, but put 1 here if the item is both a weapon AND a wearable. The power level will be divided by 30 (or 10 if bodygear) when worn so that it will always conform to the power cap in any state.
This is the big one. The next 37 (or so) boxes are devoted to the amounts of each grist that the item requires to alchemize (or gives upon recycling). If a grist type is not used, leave its box blank.
These boxes will automatically be filled out. If the submission is a basic one, the script will search for every grist name in the comments and put a number in the box of each one it finds. This number will be the recommended grist cost divided by the total number of grist types found, with ± 10% in variation. You will probably want to tweak these to fit the particular item.
An advanced submission will simply add the weights of all the grists given and get a percentage of this total weight for each individual grist's weight, then multiply that by the recommended cost. You might still want to tweak these.
If you want to balance grists manually, here are the formulas (where x = the total effective power level of an item, including bonuses):
- Weapons: (x²)÷8
- Bodygear: (x²)*2.5
- Other wearables: (x³)÷150
Some variation is encouraged, but not necessary. If math isn't your thing, there are a couple of options provided to handle grist balancing semi-automatically:
When this box is checked, all grist values are no longer exact, but are treated as percentages of the perfect endgame total cost. For example, 25 in Uranium for an endgame two-handed weapon would convert to 12500000 Uranium (25% of the standard cost of 50 million). Make sure these add up to 100, or more if it has effects such as affinity. I believe decimals are allowed, but they haven't been extensively tested so use them sparingly.
Values given are not exact [etc]Edit
When this box is checked, it uses the same grist weight system as the advanced item submission form, so all values will be curved to fit the formula. You can put a number in the next text box (after "rounded to the nearest:") to round all of these values to the nearest multiple of said number and make them look nicer.
Tweak auto-balanced costsEdit
You can use this box in accordinance with the above checkbox to multiply the total grist cost gleaned from the standard formula by the given percentage (plus 100). This is useful when the item has an effect that would logically make it more expensive. You may also want to use this for items in the 100-1000 power range as the formulas lose a bit of their effectiveness here due to all of the new enemies in this range.
Dev comments about the itemEdit
Here you may write a message that will only show up in the addlog when it is posted to the item/art updates page. If you made any major changes to the item since it was greenlit, such as last-minute operation switches or other recipe changes, it is advised that you specify here. You can also simply leave a personal comment on the item if you wish.
A bit more functionality opens up at level 5, including full use of the item editor to modify existing items or create new ones from scratch, without having to use a submission. You'll get a link to the Editor at the bottom of the Submissions page. You can use the code/name boxes at the top without a submission loaded to look up an item by code or name and edit from there, or simply fill out the boxes as normal to create a new item!
You ALSO gain access to another kind of editor: the Consumable Editor. When you create a consumable item with the Item Editor, you'll get a link to the Consumable Editor which will automatically load up the item you're working on. There's a bunch of new fields and parameters to work with here, so sit tight while I go through them all!
Code of itemEdit
The code cannot be edited here, but this field is used to identify the item you are providing a consumable effect for.
These fields designate when the item can be used: in battle, outside of battle, and/or while aiding someone else. 1 if the item can be used in that situation, 0 if not.
1 if the item is not consumed after use, making it an infinite-use consumable. The editor won't allow you to submit an item with both donotconsume AND outsideuse set to 1 because there is no way to limit the effects, at least from this form.
1 if the item has alcoholic content. This takes any existing power boost the player has upon consumption and multiplies it by -1 before applying any other effects.
The item's exact values are multiplied by a random percentage between ± the number provided here. For example, to make an item that can heal anywhere from 5-15 health, put 50 here and 10 in the health_exact field (10 ± 5). This applies to ALL "exact" values.
This item's exact values are multiplied by this percentage when used on an ally. Set it to 0 to make the item always work on the user whether they're aiding or the main strifer. A higher than 100 percentage is usually used for things like medkits, where a player wouldn't be able to get the full effect when using it on themselves in the heat of battle.
The item's defensive (healing, power boosts, etc) effects are applied on the player when used outside of strife, and the item's offensive (damage and debuff) effects are applied on the enemies when used inside strife. Useful for things like poisonous potions that would harm an enemy when it is thrown at them, but would also harm the player when they try to consume it outside of strife.
Exact vs scale valuesEdit
The next several fields are split between "exact" and "scale" values. Exact values are applied as-is; e.g. 15 in heal_exact would heal exactly 15 health. Scale values are compared to a "maximum" value depending on the parameter. A 15 in heal_scale, for example, would heal 15% of the user's Gel Viscosity.
Self-explanatory, values here are applied to the target's health vial. It's important to note that, internally, health is stored as an exact number rather than a percentage, which allows exact-healing consumables to provide a diminished effect as the player increases in rung. With the exception of the first few (which are +5 at rung 2 and +10 at rungs 3-5), each rung increase adds +15 to Gel Viscosity (or maximum health), starting at 10 viscosity at rung 1. Max health at rung 612 is 9150. So, a consumable with 10 heal_exact would heal 100% at rung 1, 66% at rung 2, 40% at rung 3, and so on. The scale value would, naturally, always heal the player by that percentage. Heal_scale is almost NEVER used, however, because it's difficult to balance an item that heals the same relative amount regardless of rung.
Restores aspect vial. The maximum value is the same as health, as it also uses Gel Viscosity, but asvial_scale is okay to use because of the way aspect powers work. You can also use exact here as well to make a consumable that is useful at a particular rung.
If this contains the name of an aspect, then the item can only be used by a hero of that aspect. If blank, it can be used by anyone.
Balanced, offensive, or defensive power boosts, respectively, given by this consumable that last the whole strife. The scale value for this and all power boosts is compared against the user's echeladder rung.
Temporary offense or defense boosts. For a balanced boost, put the same number in both.
The amount of strife rounds the temporary boost will last.
The amount of strife rounds of invulnerability the item gives.
The luck value given to the player when consumed. Luck is treated as a percentage and can be anywhere between -100 and 100. The luck boost lasts one strife, but can be stacked up to 100 (or down to -100) with other luck-altering items.
A list of effects that are applied to this consumable. Most of the status-inflicting weapon effects will work here, and they use the exact same syntax as weapons do. Since they're consumable, the percentage chances will usually be much higher.
The amount of enemies this consumable will effect when used in strife, starting from the top of the list. Default is 5.
The amount by which this item will reduce an enemy's power level, compared against its maximum power level for debuff_scale. Note that some enemies, especially bosses, will resist this past a certain point, so don't worry too much about going overboard.
The amount of damage this item will do to an enemy, compared against its maximum health for damage_scale. Like debuff, some enemies can resist massive damage.
Leave an item name here, and that item will appear in place of the consumed item. This is useful for leaving empty containers behind, for instance, or making one item able to transform into another.
The consumable use message that is displayed when used in the given situation. You will usually want to copy/paste the same message three times, with appropriate edits. This message will display even if the item is not consumed or can't be used in that situation.
When there's an item with a super-complicated effect that can't be accurately emulated with this editor, it must be hardcoded. Hardcoded consumables can do pretty much anything that doesn't require additional bookkeeping, but as you might have guessed, their effects must be manually coded by the devs. If you come across an item that needs hardcoding, be sure to contact a dev as soon as you can.
Level 6 mods will see the working addlog at the bottom of the Item and Consumable Editors, and gain access to a form that can publish it as an item/art update. You may include a title and a personal message, and all HTML is accepted here, but both of those fields are optional - if you want, you can simply click "Publish Addlog" and it'll generate a standard title and message, posting the addlog to the Item/Art Updates page.
Every time a mod/dev creates or edits an item (or consumable effect), an entry will be appended to the addlog. When you're finished with your current batch of items, or you notice the addlog is getting big, feel free to publish it.
The highest power-granting level so far, this level gives you access to the mod log and the ability to promote/demote mods and grant levels yourself! The mod log contains every comment posted by a player on a submission that was not their own. You may review these comments and promote any player that you think deserves the power. It is advised to promote a player only 1 level at a time to give them time to get used to their new abilities as they come, as well as ensure that you know they can be trusted.
You can also give players a negative mod level, which restricts their ability to post comments (level -1), or submit items using the randomizer (-2) or at all (-3). Be on the lookout for any players that are posting abusive or spammy comments/items.
You can only promote members up to a maximum of one level below your own, and you cannot demote members with a rank above yours. You can be promoted beyond level 7, but this level would only be for ranking purposes and the ability to promote mods that can promote other mods.