Difference between revisions of "Template:Infobox item"

From Underrail Wiki
Jump to navigation Jump to search
m (rarity -> rare, also renamed the automatic category)
m (using TimelapseColors for some parts)
Line 10: Line 10:
 
| style="font-size:127%; color:{{
 
| style="font-size:127%; color:{{
 
#switch: {{{itemquality}}}
 
#switch: {{{itemquality}}}
  | normal  = white
+
| low      = {{TimelapseColors|ItemQualityColors.ItemQuality.Low}}
  | high    = lightgreen
+
  | normal  = {{TimelapseColors|ItemQualityColors.ItemQuality.Normal}}
  | rare
+
  | high    = {{TimelapseColors|ItemQualityColors.ItemQuality.High}}
  | rarity  = rgb(34,104,230)
+
  | rarity
  | unique  = MediumPurple
+
  | rare    = {{TimelapseColors|ItemQualityColors.ItemQuality.Rare}}
  | artifact = Orange
+
  | unique  = {{TimelapseColors|ItemQualityColors.ItemQuality.Unique}}
  | oddity  = rgb(118,215,222)
+
  | artifact = {{TimelapseColors|ItemQualityColors.ItemQuality.Artifact}}
  | #default = white
+
  | oddity  = {{TimelapseColors|Oddity}}
 +
  | #default = {{TimelapseColors|ItemQualityColors.ItemQuality.Normal}}
 
}}; font-weight:bold;" title="{{
 
}}; font-weight:bold;" title="{{
 
#switch: {{{itemquality}}}
 
#switch: {{{itemquality}}}
 +
| low      = Item quality: Low
 
  | normal  = Item quality: Normal
 
  | normal  = Item quality: Normal
 
  | high    = Item quality: High
 
  | high    = Item quality: High
Line 57: Line 59:
 
|{{!}} title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{
 
|{{!}} title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{
 
#switch: {{{impactspeed}}}
 
#switch: {{{impactspeed}}}
  | Very Low  = teal
+
  | Very Low  = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryLow}}
  | Low      = DarkSlateGray
+
  | Low      = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Low}}
  | Medium    = gray
+
  | Medium    = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}}
  | High      = DarkSalmon
+
  | High      = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.High}}
  | Very High = Salmon
+
  | Very High = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryHigh}}
  | #default  = gray
+
  | #default  = {{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}}
 
}};">{{{impactspeed}}}</span>
 
}};">{{{impactspeed}}}</span>
 
|}}
 
|}}
Line 134: Line 136:
 
{{#if:<noinclude>string</noinclude>{{{shield-vlow|}}}{{{shield-low|}}}{{{shield-med|}}}{{{shield-high|}}}{{{shield-vhigh|}}}
 
{{#if:<noinclude>string</noinclude>{{{shield-vlow|}}}{{{shield-low|}}}{{{shield-med|}}}{{{shield-high|}}}{{{shield-vhigh|}}}
 
|{{!}} title="Energy shield impact speed spectrum breakdown" {{!}} Shielding:
 
|{{!}} title="Energy shield impact speed spectrum breakdown" {{!}} Shielding:
:<span style="color:teal;">Very Low: {{{shield-vlow}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryLow}};">Very Low: {{{shield-vlow}}}</span>
:<span style="color:DarkSlateGray;">Low: {{{shield-low}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Low}};">Low: {{{shield-low}}}</span>
:<span style="color:gray;">Medium: {{{shield-med}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}};">Medium: {{{shield-med}}}</span>
:<span style="color:DarkSalmon;">High: {{{shield-high}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.High}};">High: {{{shield-high}}}</span>
:<span style="color:Salmon;">Very High: {{{shield-vhigh}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryHigh}};">Very High: {{{shield-vhigh}}}</span>
 
|}}
 
|}}
  
Line 144: Line 146:
 
{{#if:<noinclude>string</noinclude>{{{resistances|}}}{{{res-mech|}}}{{{res-heat|}}}{{{res-cold|}}}{{{res-elec|}}}{{{res-acid|}}}{{{res-ener|}}}{{{res-bio|}}}
 
{{#if:<noinclude>string</noinclude>{{{resistances|}}}{{{res-mech|}}}{{{res-heat|}}}{{{res-cold|}}}{{{res-elec|}}}{{{res-acid|}}}{{{res-ener|}}}{{{res-bio|}}}
 
|{{!}} title="Damage resistances and tresholds provided" {{!}} Resistances:
 
|{{!}} title="Damage resistances and tresholds provided" {{!}} Resistances:
{{#if:<noinclude>string</noinclude>{{{res-mech|}}}|:<span style="color:white">Mechanical: {{{res-mech}}}</span>|}}{{
+
{{#if:<noinclude>string</noinclude>{{{res-mech|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Mechanical}}">Mechanical: {{{res-mech}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-heat|}}}|:<span style="color:orangered">Heat: {{{res-heat}}}</span>|}}{{
+
#if:<noinclude>string</noinclude>{{{res-heat|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Heat}}">Heat: {{{res-heat}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-cold|}}}|:<span style="color:lightblue">Cold: {{{res-cold}}}</span>|}}{{
+
#if:<noinclude>string</noinclude>{{{res-cold|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Cold}}">Cold: {{{res-cold}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-elec|}}}|:<span style="color:yellow">Electricity: {{{res-elec}}}</span>|}}{{
+
#if:<noinclude>string</noinclude>{{{res-elec|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Electricity}}">Electricity: {{{res-elec}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-acid|}}}|:<span style="color:green">Acid: {{{res-acid}}}</span>|}}{{
+
#if:<noinclude>string</noinclude>{{{res-acid|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Acid}}">Acid: {{{res-acid}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-ener|}}}|:<span style="color:aqua">Energy: {{{res-ener}}}</span>|}}{{
+
#if:<noinclude>string</noinclude>{{{res-ener|}}}|:<span style="color:{{TimelapseColors|DamageColors.DamageType.Energy}}">Energy: {{{res-ener}}}</span>|}}{{
#if:<noinclude>string</noinclude>{{{res-bio|}}} |:<span style="color:olive">Bio: {{{res-bio}}}</span>|}}
+
#if:<noinclude>string</noinclude>{{{res-bio|}}} |:<span style="color:{{TimelapseColors|DamageColors.DamageType.Bio}}">Bio: {{{res-bio}}}</span>|}}
 
|}}
 
|}}
  
Line 160: Line 162:
 
|- <!-- capabilities row. color is different for oddities. -->
 
|- <!-- capabilities row. color is different for oddities. -->
 
{{#if:<noinclude>string</noinclude>{{{capabilities|}}}
 
{{#if:<noinclude>string</noinclude>{{{capabilities|}}}
|{{!}} class="infobox-pb" style="color:{{#ifeq:{{{type|}}}|Oddity|rgb(143,188,139)|lime}};" title="Item capabilities" {{!}} {{{capabilities}}}
+
|{{!}} class="infobox-pb" style="color:{{#ifeq:{{{type|}}}|Oddity|{{TimelapseColors|Oddity}}|lime}};" title="Item capabilities" {{!}} {{{capabilities}}}
 
|}}
 
|}}
  

Revision as of 04:05, 2 July 2019

Misc icon.png
{{{name}}}
{{{type}}}
{{{description}}}
Quality: {{{quality}}}
Required crafting skills:
{{{skillsreq}}}
Damage: {{{damage}}}
Impact speed: {{{impactspeed}}}
Base action points: {{{ap}}}
Spread angle: {{{spread}}}
Range: {{{range}}}
Precision: {{{precision}}}
Close quarters precision: {{{cqprec.}}}
Move and shoot precision: {{{moveprec.}}}
Burst precision: {{{burstprec.}}}
Extra burst shots: {{{extraburst}}}
Critical chance: {{{critchance}}}
Critical damage bonus: {{{critbonus}}}
Capacity: {{{capacity}}}
Conversion Rate: {{{conversion}}}
Dissipation Rate: {{{dissipation}}}
Shielding:
Very Low: {{{shield-vlow}}}
Low: {{{shield-low}}}
Medium: {{{shield-med}}}
High: {{{shield-high}}}
Very High: {{{shield-vhigh}}}
Resistances:
Mechanical: {{{res-mech}}}
Heat: {{{res-heat}}}
Cold: {{{res-cold}}}
Electricity: {{{res-elec}}}
Acid: {{{res-acid}}}
Energy: {{{res-ener}}}
Bio: {{{res-bio}}}
{{{trapstats}}}
{{{capabilities}}}
Minimal strength: {{{minstr}}}
Minimal weapon skill: {{{minskill}}}
Special abilities:

{{{specials}}}

{{{incurred}}}
Armor penalty: {{{encumbrance}}}
{{{onequip}}}
Ammo type: {{{ammotype}}}
Magazine capacity: {{{magcap}}}
{{{ammouses}}}
Energy usage per shot: {{{energy/shot}}}
Energy: {{{energy}}}
Durability: {{{durability}}}
Can be disassembled.
{{{limitations}}} (this is for combat limitations)
Weight: {{{weight}}}
Value: {{{value}}}

{{{description2}}}
{{{component1}}} {{{component2}}} {{{component3}}}
{{{component4}}} {{{component5}}}
{{{optional1}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod1}}} of the occupying item's requirements.
{{{optional2}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod2}}} of the occupying item's requirements.
{{{optional3}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod3}}} of the occupying item's requirements.


Template documentation follows
Note: the template above may sometimes be partially or fully invisible.
Visit Template:Infobox_item/doc to view this documentation. (edit) (How does this work?)

Description

This is the infobox template for all items.

Old unused aliases: Template:Infobox ammo, Template:Infobox armor, Template:Infobox blueprint, Template:Infobox component, Template:Infobox weapon

Syntax

To use this template:

  1. copy the following code
  2. fill in the appropriate fields
  3. remove all unused lines
{{item infobox
| itemquality  = [accepted values: low, normal, high, rarity, unique, artifact]
| image        = [should match name with .png suffix]
| name         = 
| type         = 
| description  = 
| trapstats    = [skill req and detection difficulty for traps]
| capabilities = [Use / On Hit / other item capabilities]
| requirements = [new 1.1 requirements listing, each req on a new line beginning with :*]
| incurred     = [incurred stats written in orange]
| onequip      = [bonuses/penalties on equip]
| ammouses     = [ammo capabilities, for either ammo or loaded weapons]
| energy       = [battery capacity]
| durability   = [durability and its type]
| disassembly  = [remove this if item is not disassemble-able]
| limitations  = [general restrictions like cant be used in combat etc]
| weight       = 
| value        = [base trading value, NOT value affected by trading multiplier]
|
|armor attributes:
| res-mech     = 
| res-heat     = 
| res-cold     = 
| res-elec     = 
| res-acid     = 
| res-ener     = 
| res-bio      = 
| encumbrance  = [aka armor penalty]
|
|blueprint attributes:
| description2 = [description on the crafting recipe]
| component1   = [mandatory first component]
| component2   = 
| component3   = 
| component4   = 
| component5   = 
| optional1    = 
| diffmod1     = 
| optional2    = 
| diffmod2     = 
| optional3    = 
| diffmod3     = 
|
|component attributes:
| quality      = 
| skillsreq    = [multiple lines, each intended with ":"]
|
|shield emitter attributes:
| capacity     = 
| conversion   = 
| dissipation  = 
| shield-vlow  = 
| shield-low   = 
| shield-med   = 
| shield-high  = 
| shield-vhigh = 
|
|weapon attributes:
| damage       = 
| impactspeed  = [accepted values: Very Low, Low, Medium, High, Very High]
| ap           = 
| spread       = 
| range        = 
| precision    = 
| cqprec.      = 
| moveprec.    = 
| burstprec.   = 
| extraburst   = 
| critchance   = 
| critbonus    = 
| ammotype     = 
| magcap       = 
| reloadcost   =
| energy/shot  = 
| energy       = 
|
|vehicle part attributes:
| partsize     = 
| power        = 
| consumption  = 
| stability    = 
|
|meta:
| datafile     = [the item definition file]
}}

Samples

Blueprint.png
Blueprint: Sniper Rifle
Blueprint
Contain instructions on how to create a sniper rifle.
Use: Download blueprint into your wristpad.
Weight: 0.05
Value: 2000

Sniper rifles can be created from frame, barrel and scope parts. The type and quality of the frame will determine the rifle's overall damage potential, while the barrel will dictate the payload. Scope will influence the rifle's precision, critical hit chance and other qualities.

A number of optional components can also be added to further enhance the weapon.
Frame Barrel Scope
Sniper Rifle Enhancement
Optional.
Using this slot will increase the total skill requirements by 15% of the occupying item's requirements.
Sniper Rifle Enhancement
Optional.
Using this slot will increase the total skill requirements by 15% of the occupying item's requirements.
{{infobox item
| itemquality  = high
| image        = Blueprint: Sniper Rifle.png
| name         = Blueprint: Sniper Rifle
| type         = Blueprint
| description  = Contain instructions on how to create a sniper rifle.
| capabilities = Use: Download blueprint into your wristpad.
| weight       = 0.05
| value        = 2000
| description2 = Sniper rifles can be created from frame, barrel and scope parts. The type and quality of the frame will determine the rifle's overall damage potential, while the barrel will dictate the payload. Scope will influence the rifle's precision, critical hit chance and other qualities.<br/><br/>A number of optional components can also be added to further enhance the weapon.
| component1   = Frame
| component2   = Barrel
| component3   = Scope
| optional1    = Sniper Rifle Enhancement
| diffmod1     = 15%
| optional2    = Sniper Rifle Enhancement
| diffmod2     = 15%
}}
Blueprint.png
Blueprint: Health Hypo
Blueprint
Contains instructions on how to create a health hypo.
Use: Download blueprint into your wristpad.
Weight: 0.05
Value: 800

Health Hypo can be created by mixing healthy animal blood with insectoid saliva and preserving the mixture with anticoagulant.
Blood (x3) Insectoid Saliva
Anticoagulant Syringe (x2)
{{infobox item
| itemquality  = high
| image        = Blueprint: Health Hypo.png
| name         = Blueprint: Health Hypo
| type         = Blueprint
| description  = Contains instructions on how to create a health hypo.
| capabilities = Use: Download blueprint into your wristpad.
| weight       = 0.05
| value        = 800
| description2 = Health Hypo can be created by mixing healthy animal blood with insectoid saliva and preserving the mixture with anticoagulant.
| component1   = Blood (x3)
| component2   = Insectoid Saliva
| component3   = Anticoagulant
| component4   = Syringe (x2)
}}
Health Hypo.png
Health Hypo
Medicine
A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use.
Use: Instantly restores 80 health points.
(AP: 10, Cooldown: 6 turns)
Weight: 0.10
Value: 120
{{infobox item
| itemquality  = normal
| image        = Health Hypo.png
| name         = Health Hypo
| type         = Medicine
| description  = A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use.
| capabilities = Use: Instantly restores 80 health points.<br/>(AP: 10, Cooldown: 6 turns)
| weight       = 0.10
| value        = 120
}}
Steel Crowbar.png
Steel Crowbar
Melee Weapon
This handy tool can also be used as a weapon in a pinch.
Damage: 5-13 (Mechanical)
Impact speed: Very Low
Base action points: 18 AP
Range: Melee
Critical chance: 10%
Critical damage bonus: 100%
Damage increased by 3% for every point in strength above 6.

Use: Forces open a ventilation shaft. It won't be able to close afterwards.
(AP: 15)
Weight: 2.50
Value: 50
{{infobox item
| itemquality  = normal
| image        = Steel Crowbar.png
| name         = Steel Crowbar
| type         = Melee Weapon
| description  = This handy tool can also be used as a weapon in a pinch.
| damage       = 5-13 (Mechanical)
| impactspeed  = Very Low
| ap           = 18 AP
| range        = Melee
| critchance   = 10%
| critbonus    = 100%
| capabilities = Damage increased by 3% for every point in strength above 6.<br><br>Use: Forces open a ventilation shaft. It won't be able to close afterwards.<br>(AP: 15)
| weight       = 2.50
| value        = 50
}}
9mm JHP Round.png
9mm JHP Round
Ammo
This is a 9mm jacketed hollow point round.
- Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets.
Use: Reload a weapon with 9mm JHP rounds.
(AP: 15)

Use: Reload the current weapon with 9mm JHP rounds.
(AP: 15)

Use: Loads a single 9mm JHP round into a weapon. Can only be performed out of combat.
(AP: 15)

Use: Loads a single 9mm JHP round into the current weapon. Can only be performed out of combat.
(AP: 15)
Weight: 0.04
Value: 18
{{Infobox ammo
| itemquality = high
| image       = 9mm JHP Round.png
| name        = 9mm JHP Round
| type        = Ammo
| description = This is a 9mm jacketed hollow point round.
| incurred    = - Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets.
| ammouses    = Use: Reload a weapon with 9mm JHP rounds.<br>(AP: 15)<br><br>Use: Reload the current weapon with 9mm JHP rounds.<br>(AP: 15)<br><br>Use: Loads a single 9mm JHP round into a weapon. Can only be performed out of combat.<br>(AP: 15)<br><br>Use: Loads a single 9mm JHP round into the current weapon. Can only be performed out of combat.<br>(AP: 15)
| weight      = 0.04
| value       = 18
| datafile    = Ammo/Caliber_9_JHP.item
}}
Steel Armor.png
Galvanic Steel Armor
Armor Suit
This is a suit of steel armor. Below the protective plates is a vest that provides moderate protection against electrical attacks.
Resistances:
Mechanical: 51% / 15
Heat: 5
Electricity: 16% / 3
Acid: 5
Energy: 38% / 10
Minimal strength: 8
Armor penalty: 70%
Durability: 505 / 505 (mechanical)
Weight: 20.00
Value: 10758
{{infobox item
| itemquality = normal
| image       = Galvanic Steel Armor.png
| name        = Galvanic Steel Armor
| type        = Armor Suit
| description = This is a suit of steel armor. Below the protective plates is a vest that provides moderate protection against electrical attacks.
| res-mech    = 51% / 15
| res-heat    = 5
| res-elec    = 16% / 3
| res-acid    = 5
| res-ener    = 38% / 10
| encumbrance = 70%
| minstr      = 8
| durability  = 505 / 505 (mechanical)
| weight      = 20.00
| value       = 10758
}}
Mutated Dog Leather.png
Mutated Dog Leather
Component
This skin can be turned into an acid resistant leather armor.
Quality range: 34 - 62
Required crafting skills (as percentage of quality):
Tailoring 80%
Chemistry 24%
Weight: 5.00
Value: 75 + 8 * quality
{{infobox item
| itemquality = high
| image       = Mutated Dog Leather.png
| name        = Mutated Dog Leather
| type        = Component
| description = This skin can be turned into an acid resistant leather armor.
| quality     = 34 - 62
| skillsreq   =
:Tailoring 80%
:Chemistry 24%
| weight      = 5.00
| value       = 75 + 8 * quality
}}
Keycard blue.png
Private Quarters Key Card
Key
Unlocks your private quarters.
Cannot be sold.
{{infobox item
| itemquality = normal
| image       = Private Quarters Key Card.png
| name        = Private Quarters Key Card
| type        = Key
| description = Unlocks your private quarters.
}}