User:HankGuideDude/The Vault

A.K.A, the study, where some collaborative things are stored within the ever-expanding shelves. ZoshiX initially created the charts and were imported from U1 to U2. I do not have credits for the initial creation of the charts, but me and the other users do have credits for some of the things we created. So, lets boogie!

Some important notes

 * The darkest color of the head for most heads is 20% the light color (elaborated there).
 * The body color doesn't affect the head color (for ants is the legs, not the heads).
 * The orientations of the Eel and Snake might be inaccurate (see bottommost image of this page).
 * For their movements, check the Species Functions article.
 * The messy, outdated & archived version of this grid can be found in this archived image.

Species
The species are split into 50 fan-species per image, to ease up (or toughen), the updating process.

The blue HS 08F (i) corresponds to the support ticket (see that section below the heads section) to be used during construction.

Heads
The heads don't have a master image. Instead, every single head is separated and then constructed into a table. Due to historical findings, it can be found there. Will probably migrate to the Vault once the man-hunt is finished.

Support Tickets
These are "instructions" on how to make your own pet out of the more "advanced" species.

Bacteria
1. I made an empty bacteria base, and took a zen head for the example.

2. (zoom in) Make 2 diagonal lines from each corner to find the center of the head. In this case, it is the top left corner. Remember your mouse location and undo (Ctrl+Z) the lines and put the center dot.

3. Make a border around the head, then another around the border, and remove the internal border

4. Fit the red dot on the head to the one on the base.

5. ???

6. Profit! (lol) make sure to color of the border to the bacteria's "limbs" and remove the center dot when you're done. Now go color it or something...

Eel/Snake/Creeper/Slug/Eelskater/Seasnake/whateverman
1. The process between the Snake/Worm (Snakes and Worms are similar to each other) and the Eel/Creeper/Eelskater/Seasnake (All four bear a resemblance) are similar of each other, but there are some differences, so take a look at this.

2. (zoom in) Mark the center of the head by drawing 2 diagonal lines, then delete the diagonal lines when you found the center of head.

3. Repeat this step on ALL heads (including the Eel/Creeper/Eelskater/Seasnake's tail).

4. Erase ALL of the heads, but the center dots (they are different colored for coding in the next step). Then take a head of your choosing, but don't make the center holes yet.

The steps above tell what I did to make this happen, so you don't need to do steps 1-4 (but you do need the print in 4, so don't completely ignore that step. See the last image of the Vault on how to use the Snake and Eel bodies with the OFFICIAL SR heads.

5. (zoom in again) Resize the head by using the selection tool and a calculator (optional), and resize them  6 times according to the percentage. Please note that: A. the white digits are decimals to note: 1, ⅞, ¾, ⅝, and ½. B. The pink "2x2" symbols the tail size for "Normal" sized enemy.

6. "Centerpiece" the created heads (Differently colored heads are for the body). Do take note of the initial color of the head.

7. Assemble the heads out by putting the alpha sized head on free space, then drag onto the center of the head the body assembly. Note: The head first, then the body later.

8. Repeat the step with the rest of the heads by putting the correct color code of the center, to the dots on the body assembly.

9. Complete the tail for the Eel/Creeper/Eelskater/Seasnake (must be overlapped from the body), if you created one. Otherwise, skip this step.

10. Clear the dots out (see step 6), and Voila!, you got what you wanted! All is left, of course, is to paint them.

''Note that these were made by logic, so there may be a mistake (see image above)... but for now, enjoy creating Snakes/Eels/Creepers/Worms/Eelskaters/Seasnakes/whatever-centipede-you-throw-at-it!''

Scorpion
1. The assembly of the scorpion must be used, and the Hugeface head is for an example.

2. Decrease the image size by 50% (height and width; decimals are ignored). Make sure you make 6 small heads, as they will be used to assemble the body of the scorpion.

3. Find the "center" of the head by using 2 diagonals intersection.

4. The small head (head body) is colored in shades of grey to distinguish between the main head and the head body. This step might be difficult: Using the bottom line of the Scorpion's assembly, position the whole assembly on it or parallel to the red dot. If the red dots don't cover each over, move the red/blue dot map until the red dots cover each other.

5. Move the whole Scorpion body+main head assembly and match the small heads' blue dots to the blue dots on the assembly. Repeat for every head, and make a 3x3 square around the purple dot for the "stinger".

6. Remove the entire assembly but DON'T remove the pink dots on the Scorpion's legs. Also, make sure that the main head overlaps the front leg. Paint the legs (including the pink dots) the same color as the body color of the Scorpion. And there you have it, a Scorpion! You may paint it, if you want.

Ghost
1. The cloud head is an example (especially for a fairly big-sized head).

2. Find the "center" of the head by using 2 diagonals intersection.

3. Center the body first on the head-mark, then mark the excess parts of the ghost head that touch/covers the head.

4. Remove the marked excess parts. The head shouldn't touch and/or cover the head of the ghost pet/enemy you want to create.

5. Surround the head with a border (squared), then make another border (rounded) and use the rounded border to connect to the "tail" of the ghost.

6. Remove the internal border (squared) and the last thing? Why color it, of course!

Ant
1. Copy the head you want to make and make 2 extra copies of the head (The Cross head is for example).

2. Using the darkest color on the head, fill in the other colors with it, but keep one head colored regularly.

3. Move the regular head so that it overlaps one of the blank heads by 1px. Move the result to overlap the next blank head in the same fashion.

4. From the place where the heads overlap, draw lines down so that it is 5px tall from the lowest point on the body.

5. Finally, simply draw 1px to the left of the bottom of the legs. And you got yourself an ant! (Credits to Ludicrine for simpler words, and the creation of the species!)

Spinner
1. The Note head will be used as an example. The spinner is best suited to circular heads, but it may work with others as well.

2. Well here's how it works. You find the second pixel from the left and put the left arm on top of it.

3. Then you find the second pixel going from left to right on the bottom and do the same thing, then the same thing for the right, etc. And you got a spinner! (Credits to David7015 for simpler words, and the creation of the species!)

Coral
1. The Octagon will be our (dummy) lab-rat for this demonstration.

2. Like in the section "Bacteria", add the "1px-voided border".

3. Add the bottom corners on the base to "square" or "rectangle" the Coral.

4. Add the four "tentacles" and apply the following rule: ''One pixel from the edge and equal distribution. Although, if the width of the head in pixels is odd, not even, then make sure the center space is bigger than the other 2 spaces beside them (like 3,4,3).'' The "tentacles" length is not shortened.

5. And your done! Now you can color it, or leave it uncolored. It is your choice....

Balloon
1. HGD's die head will be used as a rather exotic example.

2. Create three (3) outlines. The 2nd outline is supposed to be "connected".

3. Remove the two (2) inner outlines, recolor the remaining outline to the head's color, and place the "string" at the bottom. ''Note that the head's width in this case is an odd number of pixels, thus the "nozzle" has been modified to accommodate this change. Now you can color and create your own enemy/pet (not to own it, of course).

Car
COMING SOON.

Reed
1. Onigiri will be the test head. Start marking centers on both heads.

2. Then intersect them.

3. Mark out the width of the test head. Falasalis here gives out about which three positions to place the reeds. Make sure to change the ground size to match the width of the test head and that the (maximum) size of the reed is 5 pixels above water.

4. Position accordingly.

5. Viola! Color it or not, it is still viola!

Initially created by: ZoshiX.

Previous devoted follower: Tabuu2468 A follower of Speddos.

Risen from the grave by: me, then Deotiman122.



Might be incomplete in terms of classes. Any suggestions are welcome.

HS undefined (Subject created by:) Presumably TheFanMaster.

HS undefined (Current level of Subject:) Amorphous CRT Monitor (Lowest Rung).

HS undefined (Purpose:) None; Unknown.

HS undefined (Side-notes:) Was located on the Fan-Ball Wiki main page for several months, so I adopted the chart and put it in my vault because I'm too swooned in these colors. Might not level up for probably forever.... but hey, it's there if you want it.

HS undefined (Content:) Content has been loaded.

For a list of main color names for your fan art -

Another back-logged project lead by ZoshiX. This idea was debunked back from the Dan-Ball Wiki in Samuel17's request. But since the rate of addition thins out, it seems ZoshiX has come up with the idea that I should make a full log of bases for EVERY SPECIES, WITH EVERY HEAD. Finish time: Await further instructions.

Some other miscellaneous project that logs various artifacts (not limited to weapons) according to the following phrase: "The [god's] rage then was locked into 42 artifacts, only containing part of the seemingly infinite fury of Chaos." The board above has no significant order to it, (coincidence?) other than the order that which was found, along with a description of the tool itself (hover over the icon that you want to inspect). YOU HAVE FOUND 10/42 ARTIFACTS

Not the most detailed instructions, but for a more in-depth help, go here.
 * Top row - Stages
 * Second row - Environment
 * The rest - Land

Salvaged from ZoshiX's talk page archive back at DB Wiki:

Aside from attacking, pets can also has a natural and permanent drop/EXP/gold increase (much like Medals). The limit for normal-sized pets are 50% (the 50% can be split into EXP, Gold, and Drop), Big pets' limit is 75%, while for Boss pets' limit is 100%. The stats can also come out decreased as a result of passing the limit (for ex. Annual has 50% limit on those 3 stats due to its size, so it is distributed like this: EXP:-5% GOLD:+25%: DROP:30%. This example right here shows that the limit cannot be broken (-5+25+30=50). These stats can be modified at the pet shop for $$$5,000 per modified build.

Since pets use their signature, it can be upgraded using the weapon levels. If you buy a pet you didn't use, its "weapon" slot will show what attack the pet will attack the enemies with. It starts out as level 0 (no level), but can be upgraded in the cost like this:  $$$(LV*10000) . The problem is, you can't buy all the levels at once, you need to discover and beat the stage where it keeps enemies who drop a higher-leveled weapon (If you discover the LV 5 weapons in Desert 8 and beat its boss, the level 5 weapon will become available back at the pet store and so on).

To the extent of my knowledge, there are rules for colored objects with certain aspects. As faithful as it is, it isn't 100% sort, accurate or complete . So heed carefully.

Heads-Up-Display

 * The color background of the HUD is basically the dominant color in the tileset.
 * Certain text with outlines (specifically the "Player", "Weapon", and the copyright) on the HUD are colored with 50% black of the alpha color.
 * The character thumbnail (also appears on the option screen as well) consist of:
 * HS FEDFAD (
 * HS FEFEFE (
 * HS F1BC6A (
 * HS 7F7F7F (
 * HS BFBFBF (


 * HS FE0000 ( but for my(/our?) purposes, HS FF0000 ( as well as the On-Screen colors (section below) will do fine.

Objects/Items

 * For items in the inventory, it follows the 5-color rule, where the alpha color is mixed with 20%, 40%, 60% and 80% black (as in, having 4 midpoints between black and the alpha color) . To determine the palette, use this page.
 * No other color can be used in the palette, except for certain "special weapons" and the use of hex color HS CC8000 ( is permitted (HS C37A00 ( in the icon for a weird reason though).

On-Screen

 * Some weapon handles remain the same, while certain parts (Angel's wings, Wizard's robe, body of the Whip, etc.) are 50% black of the weapon color.
 * The stickmen have slightly different colors, such as:
 * HS F2BD6B (
 * HS FFFFFF (
 * HS 808080 (
 * HS C0C0C0 (
 * The box titles that contain the stage name and the Option and World Map buttons are actually colored HS 333333 (, but have translucency of 62.5%.
 * The darkest color of the head for most heads is 20% the light color.
 * The fade-in lasts for 20 frames and fade-out lasts for 30 frames. This is approx., since they might be the same.

Projectiles (WIP)
Different projectiles have different rules:
 * Some can have a single color
 * Others (like Balls, Clouds, Bolts, etc.) can have maximum translucency of 62.5% of the original color. The darker shades change with opacity, but remains the same color.
 * Fire is somewhat problematic. At least for HS FD6510 (, the colors often mix and create some bizarre color combinations (like with HS 00F (blue) it turns HS F0F (pink), etc. More elaboration will come in the future).
 * The projectiles will completely disappear in just 1/10th (or probably five frames) of a second! (0.02s/single frame for -20% opacity).

Objects/Items

 * Like with inventory items, items that are dropped (that are shown 10x10 but are actually 12x12) actually use a 4-color rule, where the alpha color (exactly the same) is mixed with 25%, 50% and 75% black (as in, having 3 midpoints between black and the alpha color).
 * No other color can be used in the palette, except for HS C37A00 (.
 * Irregularities : Gold uses HS FFEA00 ( and HS FFC600 (.

Values

 * The numbers that pop up when:
 * Character is dealing damage to enemy HS C0C0C0 (
 * Enemy is dealing damage to character HS F00 (
 * (Characters gain/Gunner spends) gold HS FF0 (
 * Characters regain LP HS 0F0 (
 * The numbers last for 60 frames: 30 frames are fully opaque, the other 30 are disappearing where the last frame is completely transparent.
 * Their movement is still being studied. But it looks like the numbers are suspended within 5 pixels from the border of the screen, but it might also vary on the enemy size (mono digit only?).

Not really an important project; it is simply a place that I can put anything that is related to Homestuck. Mainly, it should house in items that are somewhat related to Homestuck, which means that it isn't limited to just "artifacts", but can also contain any future "art" that I might be doing. So here you go.