Difference between revisions of "Template:Infobox item"

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m (value row color)
(added a tooltip explaining quality ranges)
 
(63 intermediate revisions by one other user not shown)
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__NOTOC__
+
{| class="infobox" style="font-family:'pf_tempesta_seven',sans-serif; font-size:12px; {{#if:{{{component1|}}}||max-width:420px; width:420px;}}"
{| style={{Infobox common style|font-family:'pf_tempesta_seven',sans-serif; font-size:12px;|}}
+
|-
<!--
+
|
 
+
{| <!-- start image/name/type table -->
 
+
|- <!-- item image column. use {{{image}}} if it is set. otherwise, default to misc_icon.png -->
 
+
| style="padding-right:10px; width:35px; height:35px; text-align:center; vertical-align:middle;" rowspan="3" title="{{#if:{{{image|}}}|{{{name}}} icon|Default icon}}" {{!}}<!--
 
+
-->{{#if:{{{image|}}}|[[File:{{{image}}}]]|[[File:Misc_icon.png]]}}
item image column. autolink image if ammo. otherwise, use {{{image}}} if it is set. otherwise, default to misc_icon.png
 
-->|-
 
{{#if:{{{caliber|}}}
 
  |{{!}} style="padding-right:10px;" rowspan="3" width="35px" height="35px" align="center" valign="center" title="{{{caliber}}} {{{type}}} Round icon" {{!}}<!--
 
  -->[[File:Ammo_{{{caliber|5mm}}}{{#switch:{{{type}}}|Standard=|JHP=_jhp|W2C=_w2c|}}.png]]
 
  |{{!}} style="padding-right:10px;" rowspan="3" width="35px" height="35px" align="center" valign="center" title="{{#if:{{{image|}}}|{{{name}}} icon|Default icon}}" {{!}}<!--
 
  -->{{#if:{{{image|}}}|[[File:{{{image}}}]]|[[File:Misc_icon.png]]}}<!--
 
 
 
  
 
+
|- <!-- item name row. color of item name is quality-dependent -->
 
+
| style="font-size:127%; color:{{
example box. anchored after the image. it appears for components that have quality parameter set, but it's not a range (eg. 15-20)
+
#switch: {{{itemquality}}}
-->{{#if:{{{quality|}}} <!-- checks for quality first to avoid unnecessary use of expensive parser function -->
+
  | low      = {{TimelapseColors|ItemQualityColors.ItemQuality.Low}}
    |{{#ifexpr: {{{quality|15-20}}} < 0 <!-- includes example text for components if quality is not a range -->
+
  | normal  = {{TimelapseColors|ItemQualityColors.ItemQuality.Normal}}
        |
+
  | high    = {{TimelapseColors|ItemQualityColors.ItemQuality.High}}
        |<div style="position:relative;"><span style="position:absolute; top:-85px; left:10px; max-width:380px; white-space:nowrap; border:2px dotted #AE5700; border-radius:0.5em; background-color:#0C0C0C; padding:0em 0.5em 0em 0.5em; font-family:sans-serif; color:white; text-align:left;"><!--
+
  | rarity
        -->''This is an example of '''{{PAGENAME}}'''.''<br>''Its skill requirements and value depend on its quality.''</span></div>
+
  | rare    = {{TimelapseColors|ItemQualityColors.ItemQuality.Rare}}
      }}
+
| unique  = {{TimelapseColors|ItemQualityColors.ItemQuality.Unique}}
    |
+
| artifact = {{TimelapseColors|ItemQualityColors.ItemQuality.Artifact}}
  }}
+
  | oddity   = {{TimelapseColors|Oddity}}
}}
+
  | #default = {{TimelapseColors|ItemQualityColors.ItemQuality.Normal}}
<!--
+
}}; font-weight:bold;" title="{{
 
+
#switch: {{{itemquality}}}
 
 
 
 
 
 
item name row. automate if ammo. color of item name is quality-dependent.
 
-->|-
 
{{#if:{{{caliber|}}}
 
|{{!}} style="font-size:127%; color:{{#switch:{{{type}}}<!-- if item is ammunition -->
 
  | Standard  = white
 
| JHP | W2C = lightgreen
 
  | #default  = white
 
}}; font-weight:bold;" title="{{#switch:{{{type}}}
 
  | Standard  = Item quality: Normal
 
  | JHP | W2C = Item quality: High
 
  | #default  = No quality specified
 
}}" {{!}}<!--
 
-->{{{caliber|(caliber)}}} {{{type|(type)}}} Round
 
|{{!}} style="font-size:127%; color:{{#switch:{{{itemquality}}}<!-- if item is not ammunition -->
 
  | low      = gray
 
| normal   = white
 
| high    = lightgreen
 
| rarity  = MediumPurple
 
| artifact = Orange
 
| oddity  = lightblue
 
  | #default = white
 
}}; font-weight:bold;" title="{{#switch:{{{itemquality}}}
 
 
  | low      = Item quality: Low
 
  | low      = Item quality: Low
 
  | normal  = Item quality: Normal
 
  | normal  = Item quality: Normal
 
  | high    = Item quality: High
 
  | high    = Item quality: High
  | rarity  = Item quality: Rarity
+
| rare
 +
  | rarity  = Item quality: Rare
 +
| unique  = Item quality: Unique
 
  | artifact = Item quality: Artifact
 
  | artifact = Item quality: Artifact
 
  | oddity  = Oddity item
 
  | oddity  = Oddity item
 
  | #default = No quality specified
 
  | #default = No quality specified
}}" {{!}}<!--
+
}} | {{{name}}}
-->{{{name}}}
 
}}
 
<!--
 
 
 
 
 
 
 
 
 
item type row. automate if ammo.
 
-->|-
 
| style="color:yellow;" title="Item type" | {{#if:{{{caliber|}}}|Ammo|{{{type}}} }}
 
<!--
 
 
 
  
 +
|- <!-- item type row -->
 +
| style="color:yellow;" title="Item type" | {{{type}}}
 +
|} <!-- close image/name/type table -->
  
 +
|- <!-- item description row. -->
 +
| class="infobox-pb" style="color:gray;" colspan="2" title="Item description" | {{{description}}}
  
item description row. automate if ammo. if it's not a blueprint, limit width.
+
|- <!-- component quality row -->
-->|-
 
| style="width:{{#if:{{{component1|}}}|500px|400px}}; color:gray;" colspan="2" title="Item description" |<!--
 
-->{{#if:{{{caliber|}}}
 
    |{{#switch:{{{type}}}
 
        | Standard = This is a standard {{{caliber|(caliber)}}} round.
 
        | JHP      = This is a {{{caliber|(caliber)}}} jacketed hollow point round.
 
        | W2C      = This armor-piercing cartridge packs a {{{caliber|(caliber)}}} tungsten carbide bullet.
 
        | #default = {{{caliber|(caliber)}}} round, no type specified.
 
      }}
 
    |{{{description}}}
 
  }}
 
<!--
 
 
 
 
 
 
 
 
 
 
 
component quality row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{quality|}}}
 
{{#if:<noinclude>string</noinclude>{{{quality|}}}
|{{!}} style="color:white;" colspan="2"  title="Component quality" {{!}}<!--
+
|{{!}} class="infobox-pb" title="Component quality" {{!}} {{#ifexpr: {{{quality|1}}} < 0 | Quality range:| Quality:}} {{{quality}}} <sup>{{tooltip|Quality ranges for manufactured components are generally 15-160, or somewhat higher with Underrail: Expedition installed. Quality of animal parts depends on the level of the animal that dropped them.|?}}</sup>
-->{{#ifexpr: {{{quality|1}}} < 0 | Quality range:| Quality:}} {{{quality}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- crafting skills required row -->
crafting skills required row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{skillsreq|}}}
 
{{#if:<noinclude>string</noinclude>{{{skillsreq|}}}
|{{!}} style="color:white;" colspan="2"  title="List of required crafting skills" {{!}}<!--
+
|{{!}} title="List of required crafting skills" {{!}} Required crafting skills{{#if:<noinclude>string</noinclude>{{{quality|}}}|{{#ifexpr: {{{quality|1}}} < 0 |&nbsp;(as percentage of quality)|}}|}}:
-->Required crafting skills{{#if:<noinclude>string</noinclude>{{{quality|}}}|{{#ifexpr: {{{quality|1}}} < 0 |&nbsp;(as percentage of quality)|}}|}}:
 
 
<noinclude>:</noinclude>{{{skillsreq}}}
 
<noinclude>:</noinclude>{{{skillsreq}}}
 
|}}
 
|}}
<!--
 
 
  
weapon damage row.
+
|- <!-- weapon damage row -->
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{damage|}}}
 
{{#if:<noinclude>string</noinclude>{{{damage|}}}
|{{!}} style="color:white; height:2.5em;" valign="middle" colspan="2" title="Damage per shot and damage type" {{!}}<!--
+
|{{!}} class="infobox-pb" title="Damage per shot and damage type" {{!}} Damage: {{{damage}}}
-->Damage: {{{damage}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- weapon impact speed row. its color depends on "impactspeed" value -->
weapon impact speed row. its color depends on "impactspeed" value.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{impactspeed|}}}
 
{{#if:<noinclude>string</noinclude>{{{impactspeed|}}}
|{{!}} style="color:white;" colspan="2"  title="Impact speed determines shield penetration" {{!}}<!--
+
|{{!}} title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{
-->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>
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- weapon action point cost row -->
weapon action point cost row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{ap|}}}
 
{{#if:<noinclude>string</noinclude>{{{ap|}}}
|{{!}} style="color:white;" colspan="2" title="Action point cost" {{!}}<!--
+
|{{!}} title="Action point cost" {{!}} Base action points: {{{ap}}}
-->Base action points: {{{ap}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- weapon spread angle row -->
 +
{{#if:<noinclude>string</noinclude>{{{spread|}}}
 +
|{{!}} title="Spread angle" {{!}} Spread angle: {{{spread}}}
 +
|}}
  
weapon range row.
+
|- <!-- weapon range row -->
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{range|}}}
 
{{#if:<noinclude>string</noinclude>{{{range|}}}
|{{!}} style="color:white;" colspan="2"  colspan="2" title="Maximum (and optimal) range" {{!}}<!--
+
|{{!}} title="Maximum (and optimal) range" {{!}} Range: {{{range}}}
-->Range: {{{range}}}
 
 
|}}
 
|}}
<!--
 
 
  
weapon precision row.
+
|- <!-- weapon precision row -->
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{precision|}}}
 
{{#if:<noinclude>string</noinclude>{{{precision|}}}
|{{!}} style="color:white;" colspan="2" title="Precision modifies your chance to hit" {{!}}<!--
+
|{{!}} title="Precision modifies your chance to hit" {{!}} Precision: {{{precision}}}
-->Precision: {{{precision}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- weapon close quarters precision row -->
 +
{{#if:<noinclude>string</noinclude>{{{cqprec.|}}}
 +
|{{!}} title="Melee range precision penalty" {{!}} Close quarters precision: {{color|red|{{{cqprec.}}}}}
 +
|}}
  
weapon burst precision row.
+
|- <!-- weapon move & shoot precision row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{moveprec.|}}}
 +
|{{!}} title="Unfocused precision penalty" {{!}} Move and shoot precision: {{color|red|{{{moveprec.}}}}}
 +
|}}
 +
 
 +
|- <!-- weapon burst precision row -->
 
{{#if:<noinclude>string</noinclude>{{{burstprec.|}}}
 
{{#if:<noinclude>string</noinclude>{{{burstprec.|}}}
|{{!}} style="color:white;" colspan="2" title="Burst precision" {{!}}<!--
+
|{{!}} title="Burst precision" {{!}} Burst precision: {{{burstprec.}}}
-->Burst precision: {{{burstprec.}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- weapon extra burst shosts row -->
 +
{{#if:<noinclude>string</noinclude>{{{extraburst|}}}
 +
|{{!}} title="Extra shots per Burst attack" {{!}} Extra burst shots: {{{extraburst}}}
 +
|}}
  
weapon close quarters precision row.
+
|- <!-- weapon critical chance row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{critchance|}}}
{{#if:<noinclude>string</noinclude>{{{cqprec.|}}}
+
|{{!}} title="Chance to critically hit" {{!}} Critical chance: {{{critchance}}}
|{{!}} style="color:white;" colspan="2" title="Melee range precision penalty" {{!}}<!--
 
-->Close quarters precision: {{color|red|{{{cqprec.}}}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- weapon critical damage bonus row -->
 +
{{#if:<noinclude>string</noinclude>{{{critbonus|}}}
 +
|{{!}} class="infobox-pb" title="Bonus damage multiplier to critical hits" {{!}} Critical damage bonus: {{{critbonus}}}
 +
|}}
  
weapon move & shoot precision row.
+
|- <!-- vehicle part size -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{partsize|}}}
{{#if:<noinclude>string</noinclude>{{{moveprec.|}}}
+
|{{!}} title="Vehicle part size" {{!}} Part Size: {{{partsize}}}
|{{!}} style="color:white;" colspan="2" title="Unfocused precision penalty" {{!}}<!--
 
-->Move and shoot precision: {{color|red|{{{moveprec.}}}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- vehicle part power -->
 +
{{#if:<noinclude>string</noinclude>{{{power|}}}
 +
|{{!}} title="Vehicle part engine power" {{!}} Power: {{{power}}}
 +
|}}
  
weapon critical chance row.
+
|- <!-- vehicle part consumption ratio -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{consumption|}}}
{{#if:<noinclude>string</noinclude>{{{critchance|}}}
+
|{{!}} class="infobox-pb" title="Vehicle part energy consumption ratio" {{!}} Consumption Ratio: {{{consumption}}}
|{{!}} style="color:white;" colspan="2" title="Chance to critically hit" {{!}}<!--
 
-->Critical chance: {{{critchance}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- vehicle part stability -->
weapon critical damage bonus row.
+
{{#if:<noinclude>string</noinclude>{{{stability|}}}
-->|-
+
|{{!}} class="infobox-pb" title="Vehicle part suspension stability" {{!}} Stability: {{{stability}}}
{{#if:<noinclude>string</noinclude>{{{critbonus|}}}
 
|{{!}} style="color:white;" colspan="2" title="Bonus damage multiplier to critical hits" {{!}}<!--
 
-->Critical damage bonus: {{{critbonus}}}
 
 
|}}
 
|}}
<!--
 
 
  
shield emitter capacity row.
+
|- <!-- shield emitter capacity row -->
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{capacity|}}}
 
{{#if:<noinclude>string</noinclude>{{{capacity|}}}
|{{!}} style="color:white;" colspan="2" title="Total energy shield capacity" {{!}}<!--
+
|{{!}} title="Total energy shield capacity" {{!}} Capacity: {{{capacity}}}
-->Capacity: {{{capacity}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- shield emitter conversion rate row -->
shield emitter conversion rate row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{conversion|}}}
 
{{#if:<noinclude>string</noinclude>{{{conversion|}}}
|{{!}} style="color:white;" colspan="2" title="Energy shield conversion rate" {{!}}<!--
+
|{{!}} title="Energy shield conversion rate" {{!}} Conversion Rate: {{{conversion}}}
-->Conversion Rate: {{{conversion}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- shield emitter dissipation rate row -->
shield emitter dissipation rate row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{dissipation|}}}
 
{{#if:<noinclude>string</noinclude>{{{dissipation|}}}
|{{!}} style="color:white; height:2.5em;" valign="top" colspan="2" title="Energy shield dissipation rate" {{!}}<!--
+
|{{!}} class="infobox-pb" title="Energy shield dissipation rate" {{!}} Dissipation Rate: {{{dissipation}}}
-->Dissipation Rate: {{{dissipation}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- shield emitter shielding row -->
shield emitter shielding row.
 
-->|-
 
 
{{#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|}}}
|{{!}} style="color:white; height:2.5em;" colspan="2" title="Energy shield impact speed spectrum breakdown" {{!}}<!--
+
|{{!}} title="Energy shield impact speed spectrum breakdown" {{!}} Shielding:
-->Shielding:
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryLow}};">Very Low: {{{shield-vlow}}}</span>
:<span style="color:teal;">Very Low: {{{shield-vlow}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Low}};">Low: {{{shield-low}}}</span>
:<span style="color:DarkSlateGray;">Low: {{{shield-low}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}};">Medium: {{{shield-med}}}</span>
:<span style="color:gray;">Medium: {{{shield-med}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.High}};">High: {{{shield-high}}}</span>
:<span style="color:DarkSalmon;">High: {{{shield-high}}}</span>
+
:<span style="color:{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryHigh}};">Very High: {{{shield-vhigh}}}</span>
:<span style="color:Salmon;">Very High: {{{shield-vhigh}}}</span>
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- armor resistances row -->
 +
{{#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:
 +
{{#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:{{TimelapseColors|DamageColors.DamageType.Heat}}">Heat: {{{res-heat}}}</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:{{TimelapseColors|DamageColors.DamageType.Electricity}}">Electricity: {{{res-elec}}}</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:{{TimelapseColors|DamageColors.DamageType.Energy}}">Energy: {{{res-ener}}}</span>|}}{{
 +
#if:<noinclude>string</noinclude>{{{res-bio|}}} |:<span style="color:{{TimelapseColors|DamageColors.DamageType.Bio}}">Bio: {{{res-bio}}}</span>|}}
 +
|}}
  
armor resistances row.
+
|- <!-- trap stats row, for skillreq and detection difficulty -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{trapstats|}}}
{{#if:<noinclude>string</noinclude>{{{resistances|}}}
+
|{{!}} class="infobox-pb" title="Trap stats" {{!}} {{{trapstats}}}
|{{!}} style="color:white;" colspan="2" title="Damage resistances and tresholds provided" {{!}}<!--
 
-->Resistances:
 
<noinclude>:</noinclude>{{{resistances}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- minimal strength requirement row -->
 +
{{#if:<noinclude>string</noinclude>{{{minstr|}}}
 +
|{{!}} {{#if:<noinclude>string</noinclude>{{{minskill|}}}||class="infobox-pb"}} title="Minimal strength requirement" {{!}} Minimal strength: {{{minstr}}}
 +
|}}
  
armor encumbrance (armor penalty) row.
+
|- <!-- minimal skill requirement row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{minskill|}}}
{{#if:<noinclude>string</noinclude>{{{encumbrance|}}}
+
|{{!}} class="infobox-pb" title="Minimal skill requirement" {{!}} Minimal weapon skill: {{{minskill}}}
|{{!}} style="color:white;" colspan="2" title="Armor penalty reduces movement points, dodge, evasion and stealth" {{!}}<!--
 
-->Armor penalty: {{color|red|{{{encumbrance}}}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- capabilities row. color is different for oddities. -->
 +
{{#if:<noinclude>string</noinclude>{{{capabilities|}}}
 +
|{{!}} class="infobox-pb" style="color:{{#ifeq:{{{type|}}}|Oddity|{{TimelapseColors|Oddity}}|lime}};" title="Item capabilities" {{!}} {{{capabilities}}}
 +
|}}
  
generic white stats row.
+
|- <!-- incurred stats row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{incurred|}}}
{{#if:<noinclude>string</noinclude>{{{whitestats|}}}
+
|{{!}} class="infobox-pb" style="color:orange;" title="Incurred stats" {{!}} {{{incurred}}}
|{{!}} style="color:white;" colspan="2" title="Other stats" {{!}}<!--
 
-->{{{whitestats}}}<noinclude><small> (this is used by some trap stats)</small></noinclude>
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- armor encumbrance (armor penalty) row -->
 +
{{#if:<noinclude>string</noinclude>{{{encumbrance|}}}
 +
|{{!}} class="infobox-pb" title="Armor penalty reduces movement points, dodge, evasion and stealth" {{!}} Armor penalty: {{color|red|{{{encumbrance}}}}}
 +
|}}
  
generic green (use/on equip) stats row. automate if ammo.
+
|- <!-- on equip stats row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{onequip|}}}
{{#if:<noinclude>string</noinclude>{{{greenstats|}}}{{{component1|}}}{{{caliber|}}}
+
|{{!}} class="infobox-pb" style="color:lime;" title="Bonuses/penalties when equipped" {{!}} {{{onequip}}}
|{{!}} style="max-width:400px; color:green;" colspan="2"  title="Uses, on equip bonuses and other effects" {{!}}<!--
+
|}}
-->{{#if:{{{caliber|}}}
 
    |{{#switch:{{{type}}}
 
        | JHP = {{color|orange|- Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 25% against organic targets.}}
 
        | W2C = {{color|orange|- Ignores 50% of the target's mechanical damage resistance and threshold.}}
 
        | #default =}}
 
  
Use: Reload a weapon with {{{caliber}}} {{{type}}} rounds.<br>(AP: 15)
+
|- <!-- generic requirements row -->
 
+
{{#if:<noinclude>string</noinclude>{{{requirements|}}}
Use: Reload the current weapon with {{{caliber}}} {{{type}}} rounds.<br>(AP: 15)
+
|{{!}} class="infobox-pb" title="Requirements" {{!}} Requirements:
 
+
{{{requirements}}}
Use: Loads a single {{{caliber}}} {{{type}}} round into a weapon. Can only be performed out of combat.<br>(AP: 15)
 
 
 
Use: Loads a single {{{caliber}}} {{{type}}} round into the current weapon. Can only be performed out of combat.<br>(AP: 15)
 
    |{{{greenstats}}}<noinclude><small> (uses and equip bonuses)</small></noinclude>
 
  }}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- ammo type row -->
generic orange (incurred) stats row.
+
{{#if:<noinclude>string</noinclude>{{{ammotype|}}}
-->|-
+
|{{!}} title="Type of ammunition used" {{!}} Ammo type: {{{ammotype}}}
{{#if:<noinclude>string</noinclude>{{{orangestats|}}}
 
|{{!}} style="color:orange; max-width:400px;" colspan="2" title="Incurred stats" {{!}}<!--
 
-->{{{orangestats}}}<noinclude><small> (incurred stats)</small></noinclude>
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- magazine capacity row -->
minimal strength requirement row for armor/weapons.
+
{{#if:<noinclude>string</noinclude>{{{magcap|}}}
-->|-
+
|{{!}} {{#if:<noinclude>string</noinclude>{{{reloadcost|}}}||class="infobox-pb"}} title="Magazine ammunition capacity" {{!}} Magazine capacity: {{{magcap}}}
{{#if:<noinclude>string</noinclude>{{{minstr|}}}
 
|{{!}} style="color:white; height:2.5em;" valign="bottom" colspan="2" title="Minimal strength requirement" {{!}}<!--
 
-->Minimal strength: {{{minstr}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- reloading cost row -->
minimal skill requirement row for weapons.
+
{{#if:<noinclude>string</noinclude>{{{reloadcost|}}}
-->|-
+
|{{!}} class="infobox-pb" title="Reloading cost modifier" {{!}} Reloading cost: {{{reloadcost}}}
{{#if:<noinclude>string</noinclude>{{{minskill|}}}
 
|{{!}} style="color:white;" colspan="2" title="Minimal skill requirement" {{!}}<!--
 
-->Minimal weapon skill: {{{minskill}}}
 
 
|}}
 
|}}
<!--
 
 
  
ammo type row.
+
|- <!-- special abilities row. -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{specials|}}}
{{#if:<noinclude>string</noinclude>{{{ammotype|}}}
+
|{{!}} class="infobox-pb" style="color:lime;" title="Special Abilities granted by item" {{!}} {{color|white|Special abilities:}}
|{{!}} style="color:white; height:2.5em;" valign="bottom" colspan="2" title="Type of ammunition used" {{!}}<!--
+
{{{specials}}}
-->Ammo type: {{{ammotype}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- ammo capabilities row -->
magazine capacity row.
+
{{#if:<noinclude>string</noinclude>{{{ammouses|}}}
-->|-
+
|{{!}} class="infobox-pb" style="color:lime;" title="Ammunition capabilities" {{!}} {{{ammouses}}}
{{#if:<noinclude>string</noinclude>{{{magcap|}}}
 
|{{!}} style="color:white;" colspan="2" title="Magazine ammunition capacity" {{!}}<!--
 
-->Magazine capacity: {{{magcap}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- energy per shot row -->
energy per shot row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{energy/shot|}}}
 
{{#if:<noinclude>string</noinclude>{{{energy/shot|}}}
|{{!}} style="color:white;" colspan="2" title="Energy/shot" {{!}}<!--
+
|{{!}} title="Energy/shot" {{!}} Energy usage per shot: {{color|lime|{{{energy/shot}}}}}
-->Energy usage per shot: {{color|green|{{{energy/shot}}}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- energy capacity row -->
energy capacity row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{energy|}}}
 
{{#if:<noinclude>string</noinclude>{{{energy|}}}
|{{!}} style="color:white;" colspan="2" title="Energy storage capacity" {{!}}<!--
+
|{{!}} class="infobox-pb" title="Energy storage capacity" {{!}} Energy: {{color|lime|{{{energy}}}}}
-->Energy: {{color|green|{{{energy}}}}}
 
 
|}}
 
|}}
<!--
 
  
 +
|- <!-- durability row -->
 +
{{#if:<noinclude>string</noinclude>{{{durability|}}}
 +
|{{!}} {{#if:<noinclude>string</noinclude>{{{disassembly|}}}||class="infobox-pb"}} title="Durability and its type" {{!}} Durability: {{{durability}}}
 +
|}}
  
generic whitestats2 row.
+
|- <!-- disassembly row -->
-->|-
+
{{#if:<noinclude>string</noinclude>{{{disassembly|}}}
{{#if:<noinclude>string</noinclude>{{{whitestats2|}}}
+
|{{!}} class="infobox-pb" style="color:orange;" title="This item can be disassembled" {{!}} Can be disassembled.
|{{!}} style="color:white;" colspan="2" title="Other stats" {{!}}<!--
 
-->{{{whitestats2}}}<noinclude><small> (this is for combat limitations)</small></noinclude>
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- limitations row -->
durability row.
+
{{#if:<noinclude>string</noinclude>{{{limitations|}}}
-->|-
+
|{{!}} {{#if:<noinclude>string</noinclude>{{{weight|}}}{{{value|}}}|class="infobox-pb"|}} title="Limitations" {{!}} {{{limitations}}}<noinclude><small> (this is for combat limitations)</small></noinclude>
{{#if:<noinclude>string</noinclude>{{{durability|}}}
 
|{{!}} style="color:white;" colspan="2" title="Durability and its type" {{!}}<!--
 
-->Durability: {{{durability}}}
 
 
|}}
 
|}}
<!--
 
  
 
+
|- <!-- weight row -->
weight row.
 
-->|-
 
 
{{#if:<noinclude>string</noinclude>{{{weight|}}}
 
{{#if:<noinclude>string</noinclude>{{{weight|}}}
|{{!}} style="color:Burlywood;" colspan="2" title="Item weight" {{!}}<!--
+
|{{!}} {{#if:<noinclude>string</noinclude>{{{value|}}}|class="infobox-pb"|}} style="color:Burlywood;" title="Item weight" {{!}} Weight: {{{weight}}}
-->Weight: {{{weight}}}
 
 
|}}
 
|}}
<!--
 
 
  
base trading value row.
+
|- <!-- base trading value row -->
-->|-
 
 
{{#switch:{{{type}}} <!-- switch-if to check if the item is a plot item with value omitted. -->
 
{{#switch:{{{type}}} <!-- switch-if to check if the item is a plot item with value omitted. -->
 
   |Plot|Misc.|Misc|Key={{#if:<noinclude>string</noinclude>{{{value|}}}
 
   |Plot|Misc.|Misc|Key={{#if:<noinclude>string</noinclude>{{{value|}}}
     |{{!}} style="color:gold;" colspan="2" title="Base trading value" {{!}}Value: {{{value}}}
+
     |{{!}} style="color:gold;" title="Base trading value" {{!}}Value: {{{value}}}
     |{{!}} style="color:gold;" colspan="2" title="Plot items cannot be sold" {{!}}Cannot be sold.}}
+
     |{{!}} style="color:gold;" title="Plot items cannot be sold" {{!}}Cannot be sold.}}
 +
  |Currency={{!}} style="color:gold;" title="Base trading value" {{!}}Value: {{{value}}}
 
   |#default={{#if:<noinclude>string</noinclude>{{{value|}}}
 
   |#default={{#if:<noinclude>string</noinclude>{{{value|}}}
     |{{!}} style="color:gold;" colspan="2" title="Base trading value" {{!}}Value: {{{value}}}
+
     |{{!}} style="color:gold;" title="Base trading value" {{!}}Value: {{
 +
 
 +
#iferror: {{#ifexpr: {{{value}}} }} <!-- also convert value to game currencies if {{{value}}} is a number -->
 +
| {{{value}}}
 +
| {{{value|127}}}
 +
* {{#expr: ceil({{{value|127}}}/10) }} [[SGS Credits]]
 +
* {{#expr: ceil({{{value|127}}}/30) }} [[Stygian Coin]]
 +
* {{#expr: ceil({{{value|127}}}/50) }} [[United Stations Dollar]]
 +
* {{#expr: ceil({{{value|127}}}/15) }} [[Zlatortiya]]
 +
}}
 +
 
 
     |}}
 
     |}}
 
}}
 
}}
 
<!--  
 
<!--  
 
 
 
 
 
 
 
 
  
  
Line 419: Line 300:
 
blueprint crafting page start -->
 
blueprint crafting page start -->
 
{{#if:<noinclude>string</noinclude>{{{component1|}}}
 
{{#if:<noinclude>string</noinclude>{{{component1|}}}
|<hr style="background-color:#AE5700; height:2px;"><!--
+
|{{!}}-
 +
{{!}}<hr style="background-color:#AE5700; height:2px; margin:10px -10px 0 -10px;"><!--
  
 
COMPONENT TABLE STARTS HERE.
 
COMPONENT TABLE STARTS HERE.
Line 431: Line 313:
  
 
{{!}}- align="center" valign="middle"
 
{{!}}- align="center" valign="middle"
{{!}} width="33%" style="padding:15px; border:2px solid #808080; border-radius:1em;" title="First component" {{!}}<!--
+
{{!}} class="infobox-cc" title="First component" {{!}} '''{{{component1}}}'''
-->'''{{{component1}}}'''
 
 
<!--
 
<!--
 
  
 
box for 2nd component
 
box for 2nd component
 
-->{{#if:<noinclude>string</noinclude>{{{component2|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{component2|}}}
|{{!}} width="34%" style="padding:15px; border:2px solid #808080; border-radius:1em;" title="Second component" {{!}}<!--
+
|{{!}} class="infobox-cc" title="Second component" {{!}} '''{{{component2}}}'''
-->'''{{{component2}}}'''
 
 
<!--
 
<!--
  
 
+
close table & begin new here if there are 4 components, but not 5
new row if there are 4 components
 
 
-->{{#if:<noinclude>string</noinclude>{{{component4|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{component4|}}}
|{{!}}- align="center" valign="top"
+
|{{#if:<noinclude>string</noinclude>{{{component5|}}}|
|}}
+
|{{!}}{{)}}
 +
{{(}}{{!}} width="100%" cellspacing="10" style="color:#FFF;"
 +
{{!}}- align="center" valign="middle"
 +
}}|}}
 
<!--
 
<!--
 
  
 
box for 3rd component
 
box for 3rd component
 
-->{{#if:<noinclude>string</noinclude>{{{component3|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{component3|}}}
|{{!}} width="33%" style="padding:15px; border:2px solid #808080; border-radius:1em;" title="Third component" {{!}}<!--
+
|{{!}} class="infobox-cc" title="Third component" {{!}} '''{{{component3}}}'''
-->'''{{{component3}}}'''
 
 
<!--
 
<!--
  
 +
close table & begin new here if there are 5 components
 +
-->{{#if:<noinclude>string</noinclude>{{{component5|}}}
 +
|{{!}}{{)}}
 +
{{(}}{{!}} width="100%" cellspacing="10" style="color:#FFF;"
 +
{{!}}- align="center" valign="middle"
 +
|}}
 +
<!--
  
 
box for 4th component
 
box for 4th component
 
-->{{#if:<noinclude>string</noinclude>{{{component4|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{component4|}}}
|{{!}} width="33%" style="padding:15px; border:2px solid #808080; border-radius:1em;" title="Fourth component" {{!}}<!--
+
|{{!}} class="infobox-cc" title="Fourth component" {{!}} '''{{{component4}}}'''
-->'''{{{component4}}}'''
+
<!--
 +
 
 +
box for 5th component
 +
-->{{#if:<noinclude>string</noinclude>{{{component5|}}}
 +
|{{!}} class="infobox-cc" title="Fourth component" {{!}} '''{{{component5}}}'''
 +
|}} <!-- close if component5 -->
 
|}} <!-- close if component4 -->
 
|}} <!-- close if component4 -->
 
|}} <!-- close if component3 -->
 
|}} <!-- close if component3 -->
Line 467: Line 358:
  
 
{{(}}{{!}} width="100%" cellspacing="10" style="color:#FFF;"
 
{{(}}{{!}} width="100%" cellspacing="10" style="color:#FFF;"
{{!}}- align="center" valign="top"
+
{{!}}- align="center"
 
<!--
 
<!--
 
  
 
optional component 1
 
optional component 1
 
-->{{#if:<noinclude>string</noinclude>{{{optional1|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{optional1|}}}
|{{!}} width="33%" style="padding:15px; border:2px dashed #808080; border-radius:1em;" title="First optional component" {{!}}<!--
+
    |{{!}} class="infobox-oc" title="First optional component" {{!}} '''{{{optional1}}}'''<br/><div class="infobox-opt">Optional.
-->'''{{{optional1}}}'''
 
<div style="font-family: sans-serif; text-align:left; color:gray; line-height:14px; font-size:10px;"><br>Optional.
 
 
<!--
 
<!--
  
 
optional difficulty mod 1
 
optional difficulty mod 1
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod1|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod1|}}}
  |<br>Composition difficulty. Using this slot will also increase the total skill requirements by <!--
+
    |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod1}}}</span> of the occupying item's requirements.
--><span style="color:white;" title="Difficulty modifier">{{{diffmod1}}}</span> of the occupying item's requirements.
+
    |}}</div>
  |}}</div>
 
 
<!--
 
<!--
 
  
 
optional component 2
 
optional component 2
 
-->{{#if:<noinclude>string</noinclude>{{{optional2|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{optional2|}}}
|{{!}} width="34%" style="padding:15px; border:2px dashed #808080; border-radius:1em;" title="Second optional component" {{!}}<!--
+
    |{{!}} class="infobox-oc" title="Second optional component" {{!}} '''{{{optional2}}}'''<br/><div class="infobox-opt">Optional.
-->'''{{{optional2}}}'''
 
<div style="font-family: sans-serif; text-align:left; color:gray; line-height:14px; font-size:10px;"><br>Optional.
 
 
<!--
 
<!--
  
 
optional difficulty mod 2
 
optional difficulty mod 2
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod2|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod2|}}}
  |<br>Composition difficulty. Using this slot will also increase the total skill requirements by <!--
+
    |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod2}}}</span> of the occupying item's requirements.
--><span style="color:white;" title="Difficulty modifier">{{{diffmod2}}}</span> of the occupying item's requirements.
+
    |}}</div>
  |}}</div>
 
 
<!--
 
<!--
 
  
 
optional component 3
 
optional component 3
 
-->{{#if:<noinclude>string</noinclude>{{{optional3|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{optional3|}}}
|{{!}} width="33%" style="padding:15px; border:2px dashed #808080; border-radius:1em;" title="Third optional component" {{!}}<!--
+
    |{{!}} class="infobox-oc" title="Third optional component" {{!}} '''{{{optional3}}}'''<br/><div class="infobox-opt">Optional.
-->'''{{{optional3}}}'''
 
<div style="font-family: sans-serif; text-align:left; color:gray; line-height:14px; font-size:10px;"><br>Optional.
 
 
<!--
 
<!--
  
 
optional difficulty mod 3
 
optional difficulty mod 3
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod3|}}}
 
-->{{#if:<noinclude>string</noinclude>{{{diffmod3|}}}
  |<br>Composition difficulty. Using this slot will also increase the total skill requirements by <!--
+
    |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod3}}}</span> of the occupying item's requirements.
--><span style="color:white;" title="Difficulty modifier">{{{diffmod3}}}</span> of the occupying item's requirements.
+
    |}}</div>
  |}}</div>
 
 
|}} <!-- close if optional component3 -->
 
|}} <!-- close if optional component3 -->
 
|}} <!-- close if optional component2 -->
 
|}} <!-- close if optional component2 -->
Line 524: Line 403:
  
 
AUTOMATIC CATEGORIES:
 
AUTOMATIC CATEGORIES:
only if namespace is empty string, aka main namespace
+
-->{{#if:{{NAMESPACE}}|<!-- non-empty namespace -->{{#ifeq:{{NAMESPACE}}|Template|{{Infobox tab}}|}}|<!--
-->{{#if:{{NAMESPACE}}||<!--
 
  
 +
 +
empty namespace, aka main namespace:
  
 
check if component stats are example
 
check if component stats are example
Line 536: Line 416:
 
     |
 
     |
 
   }}<!--
 
   }}<!--
 
  
 
check if it's weightless and not oddity, not key, not misc.
 
check if it's weightless and not oddity, not key, not misc.
Line 552: Line 431:
 
       }}
 
       }}
 
   }}<!--
 
   }}<!--
 
  
 
check for itemquality
 
check for itemquality
Line 558: Line 436:
 
     |{{#ifeq:{{{itemquality}}}|artifact
 
     |{{#ifeq:{{{itemquality}}}|artifact
 
         |<includeonly>[[Category:Artifact-quality items]]</includeonly>
 
         |<includeonly>[[Category:Artifact-quality items]]</includeonly>
 +
        |}}<!--
 +
  -->{{#ifeq:{{{itemquality}}}|unique
 +
        |<includeonly>[[Category:Unique-quality items]]</includeonly>
 
         |}}<!--
 
         |}}<!--
 
   -->{{#ifeq:{{{itemquality}}}|rarity
 
   -->{{#ifeq:{{{itemquality}}}|rarity
         |<includeonly>[[Category:Rarity-quality items]]</includeonly>
+
         |<includeonly>[[Category:Rare-quality items]]</includeonly>
 +
        |}}<!--
 +
  -->{{#ifeq:{{{itemquality}}}|rare
 +
        |<includeonly>[[Category:Rare-quality items]]</includeonly>
 
         |}}<!--
 
         |}}<!--
 
   -->{{#ifeq:{{{itemquality}}}|high
 
   -->{{#ifeq:{{{itemquality}}}|high
Line 573: Line 457:
 
     |<includeonly>[[Category:Items without itemquality]]</includeonly>
 
     |<includeonly>[[Category:Items without itemquality]]</includeonly>
 
   }}<!--
 
   }}<!--
 
  
 
-->}}<!-- close namespace #IF --><noinclude><br style="clear:both;"/>{{documentation}}</noinclude>
 
-->}}<!-- close namespace #IF --><noinclude><br style="clear:both;"/>{{documentation}}</noinclude>

Latest revision as of 02:04, 5 September 2020

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}}}
Part Size: {{{partsize}}}
Power: {{{power}}}
Consumption Ratio: {{{consumption}}}
Stability: {{{stability}}}
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}}}
Minimal strength: {{{minstr}}}
Minimal weapon skill: {{{minskill}}}
{{{capabilities}}}
{{{incurred}}}
Armor penalty: {{{encumbrance}}}
{{{onequip}}}
Requirements:

{{{requirements}}}

Ammo type: {{{ammotype}}}
Magazine capacity: {{{magcap}}}
Reloading cost: {{{reloadcost}}}
Special abilities:

{{{specials}}}

{{{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.
}}