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User talk:Code 2008
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Contents
Thread title | Replies | Last modified |
---|---|---|
Partners | 1 | 21:57, 18 May 2012 |
Future Content | 1 | 16:35, 8 May 2012 |
"Monks"? | 3 | 18:58, 18 April 2012 |
Commerce Profit Between Dunbaraton Belvast | 2 | 16:33, 18 April 2012 |
Merchant destiny gathering exp | 4 | 06:47, 14 April 2012 |
Partners | 1 | 18:48, 27 January 2012 |
Server status' | 0 | 11:46, 11 October 2011 |
Please Stop | 1 | 17:12, 13 June 2011 |
Only Commerce Partner/Menma can be summoned in commerce/adds commerce buffs. (Also, do you have a Skype?)
Please use the FutureContentSection tag for sections of articles as the normal tag categorizes the whole page as FutureContent and is only meant for those pages.
Yes, after looking into the files, they've localized the "Fighter" Destiny as the "Monk" Destiny.
I can provide a screenshot of the client files if you wish as proof?
No, the files state "Fighter" There is the contents of job.english.txt from language.package:
0 Adventurer 1 Warrior 2 Mage 3 Ranger 4 Merchant 5 Alchemist 6 Adventurers can freely use most skills and equipment. They are versatile, a jack of all trades, but they have a difficult time specializing in any one thing. 7 Warriors are proficient with most weapons. They run right into the heart of battle, since their skills are mostly close-ranged. Their thick metal armor protects them from the enemies' blows. 8 Mages wield incredible magical powers and can even heal their teammates, but it is not easy for them to master their abilities. The path of a Mage requires patience and determination. 9 Rangers are agile and light on their feet, masters of bows and arrows. They keep their distance from enemies, supporting their allies with ceaseless long-ranged attacks. 10 Merchants are schooled in the arts of business and trade. They are able to craft various medicines, weapons, and tools. They're weak in combat but can gain EXP through selling goods. 11 Alchemists have spent years studying how to change the properties of different substances. They reap the benefits of their study by being able to perform powerful attacks using cylinders and crystals right from the start. 12 Merchants can craft various outfits, weapons, and tools.\nThey aren't the strongest in battle, but they can gain EXP through Collection, Production, and Commerce. 14 Fighters unleash an endless barrage of attacks on enemies with knuckle weapons. They excel at one-on-one battles, keeping their foes off-balance as they deal large amounts of damage. 16 Fighter 17 음유시인 18 악기를 이용해 적을 공격하거나 음악을 연주해 전황을 변화시킬 수 있습니다.
My apologies then, I was looking at the 105_to_106, which I assumed were the most up-to-date files since they were released yesterday.
Tested it this morning.
Grabbed 7 Skeleton Armours this morning in Belvast and went to Dunbaraton and traded them.
Received 0 profit.
It has been implemented. Test it yourself if you don't believe me. I can provide you screenshots if needed.
I saw the table you added to about the exp gained from gathering things with merchant destiny. Do you think a table that lists the exp gained from making an item (through tailoring, blacksmithing, etc.) would be appropriate as well?
Hm, I meant adding the exp from blacksmithed and tailored items while not using the destiny (seeing as how the information for those two skills with or without the destiny is non-existant to begin with).
(He barely touched the table.) It would probably be beneficial to add the exp value to the tailoring table as exemplified in this page. However, it will take time to gather all the data. It would clutter the gathering table if we put it there, though.
True, but I already did put a more detailed version of the idea out there on the life skills discussion page a few days ago. I just meant adding the data to the template (only brought it up in merchant gathering exp table because it was similar to what I was thinking about). Also, I agree that it will take time, but changing/adding to a pre-existing template would anyway.
Dual wielding Elsinore Swords was not purposefully implemented, it's a glitch. And are you sure all partners add a commerce slot? Or just Menma?
Those quests do not belong in G9, they belong in NPC Quests. They have absolutely nothing to do with Generation 9.
You accuse me as if I keep doing this. Do not talk down to me like that. I had no idea and there was no notice of it on the front page. I'm not going to just check the Policy page every time I come to the Mabi Wiki.
God forbid I was just trying to help because this wasn't implemented the last time I saw it and was trying to fix it.