Difference between revisions of "Template:Infobox item"
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WikimanBot (talk | contribs) (cleanup, moved blueprint formatting to css, better resistance parameters) |
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__NOTOC__ | __NOTOC__ | ||
{| class="infobox" style="font-family:'pf_tempesta_seven',sans-serif; font-size:12px;" | {| class="infobox" style="font-family:'pf_tempesta_seven',sans-serif; font-size:12px;" | ||
− | |||
− | |||
− | |||
− | + | |- <!-- item image column. autolink image if ammo. otherwise, use {{{image}}} if it is set. otherwise, default to 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|}}} | {{#if:{{{caliber|}}} | ||
|{{!}} style="padding-right:10px;" rowspan="3" width="35px" height="35px" align="center" valign="center" title="{{{caliber}}} {{{type}}} Round icon" {{!}}<!-- | |{{!}} style="padding-right:10px;" rowspan="3" width="35px" height="35px" align="center" valign="center" title="{{{caliber}}} {{{type}}} Round icon" {{!}}<!-- | ||
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}} | }} | ||
}} | }} | ||
− | |||
− | + | |- <!-- item name row. automate if ammo. color of item name is quality-dependent --> | |
− | |||
− | |||
− | item name row. automate if ammo. color of item name is quality-dependent | ||
− | --> | ||
{{#if:{{{caliber|}}} | {{#if:{{{caliber|}}} | ||
|{{!}} style="font-size:127%; color:{{#switch:{{{type}}}<!-- if item is ammunition --> | |{{!}} style="font-size:127%; color:{{#switch:{{{type}}}<!-- if item is ammunition --> | ||
Line 64: | Line 54: | ||
-->{{{name}}} | -->{{{name}}} | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | + | |- <!-- item type row. automate if ammo --> | |
− | item type row. automate if ammo | ||
− | --> | ||
| style="color:yellow;" title="Item type" | {{#if:{{{caliber|}}}|Ammo|{{{type}}} }} | | style="color:yellow;" title="Item type" | {{#if:{{{caliber|}}}|Ammo|{{{type}}} }} | ||
− | |||
− | + | |- <!-- item description row. automate if ammo. if it's not a blueprint, limit width --> | |
− | |||
− | |||
− | item description row. automate if ammo. if it's not a blueprint, limit width | ||
− | --> | ||
| style="width:{{#if:{{{component1|}}}|500px|400px}}; color:gray;" colspan="2" title="Item description" |<!-- | | style="width:{{#if:{{{component1|}}}|500px|400px}}; color:gray;" colspan="2" title="Item description" |<!-- | ||
-->{{#if:{{{caliber|}}} | -->{{#if:{{{caliber|}}} | ||
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|{{{description}}} | |{{{description}}} | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | + | |- <!-- component quality row --> | |
− | component quality row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{quality|}}} | {{#if:<noinclude>string</noinclude>{{{quality|}}} | ||
− | |{{!}} colspan="2" title="Component quality" {{!}} | + | |{{!}} colspan="2" title="Component quality" {{!}} {{#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|}}} | ||
− | |{{!}} colspan="2" title="List of required crafting skills" {{!}} | + | |{{!}} colspan="2" title="List of required crafting skills" {{!}} Required crafting skills{{#if:<noinclude>string</noinclude>{{{quality|}}}|{{#ifexpr: {{{quality|1}}} < 0 | (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="height:2.5em;" valign="middle" colspan="2" title="Damage per shot and damage type" {{!}} | + | |{{!}} style="height:2.5em;" valign="middle" colspan="2" title="Damage per shot and damage type" {{!}} 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|}}} | ||
− | |{{!}} colspan="2" title="Impact speed determines shield penetration" {{!}} | + | |{{!}} colspan="2" title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{#switch:{{{impactspeed}}} |
− | |||
| Very Low = teal | | Very Low = teal | ||
| Low = DarkSlateGray | | Low = DarkSlateGray | ||
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}};">{{{impactspeed}}}</span> | }};">{{{impactspeed}}}</span> | ||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon action point cost row --> | |
− | weapon action point cost row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{ap|}}} | {{#if:<noinclude>string</noinclude>{{{ap|}}} | ||
− | |{{!}} colspan="2" title="Action point cost" {{!}} | + | |{{!}} colspan="2" title="Action point cost" {{!}} Base action points: {{{ap}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon range row --> | |
− | weapon range row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{range|}}} | {{#if:<noinclude>string</noinclude>{{{range|}}} | ||
− | |{{!}} colspan="2" colspan="2" title="Maximum (and optimal) range" {{!}} | + | |{{!}} colspan="2" colspan="2" title="Maximum (and optimal) range" {{!}} Range: {{{range}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon precision row --> | |
− | weapon precision row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{precision|}}} | {{#if:<noinclude>string</noinclude>{{{precision|}}} | ||
− | |{{!}} colspan="2" title="Precision modifies your chance to hit" {{!}} | + | |{{!}} colspan="2" title="Precision modifies your chance to hit" {{!}} Precision: {{{precision}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | weapon burst precision row | + | |- <!-- weapon burst precision row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{burstprec.|}}} | {{#if:<noinclude>string</noinclude>{{{burstprec.|}}} | ||
− | |{{!}} colspan="2" title="Burst precision" {{!}} | + | |{{!}} colspan="2" title="Burst precision" {{!}} Burst precision: {{{burstprec.}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon close quarters precision row --> | |
− | weapon close quarters precision row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{cqprec.|}}} | {{#if:<noinclude>string</noinclude>{{{cqprec.|}}} | ||
− | |{{!}} colspan="2" title="Melee range precision penalty" {{!}} | + | |{{!}} colspan="2" title="Melee range precision penalty" {{!}} Close quarters precision: {{color|red|{{{cqprec.}}}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon move & shoot precision row --> | |
− | weapon move & shoot precision row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{moveprec.|}}} | {{#if:<noinclude>string</noinclude>{{{moveprec.|}}} | ||
− | |{{!}} colspan="2" title="Unfocused precision penalty" {{!}} | + | |{{!}} colspan="2" title="Unfocused precision penalty" {{!}} Move and shoot precision: {{color|red|{{{moveprec.}}}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | weapon critical chance row | + | |- <!-- weapon critical chance row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{critchance|}}} | {{#if:<noinclude>string</noinclude>{{{critchance|}}} | ||
− | |{{!}} colspan="2" title="Chance to critically hit" {{!}} | + | |{{!}} colspan="2" title="Chance to critically hit" {{!}} Critical chance: {{{critchance}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weapon critical damage bonus row --> | |
− | weapon critical damage bonus row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{critbonus|}}} | {{#if:<noinclude>string</noinclude>{{{critbonus|}}} | ||
− | |{{!}} colspan="2" title="Bonus damage multiplier to critical hits" {{!}} | + | |{{!}} 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|}}} | ||
− | |{{!}} colspan="2" title="Total energy shield capacity" {{!}} | + | |{{!}} colspan="2" title="Total energy shield capacity" {{!}} Capacity: {{{capacity}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | shield emitter conversion rate row | + | |- <!-- shield emitter conversion rate row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{conversion|}}} | {{#if:<noinclude>string</noinclude>{{{conversion|}}} | ||
− | |{{!}} colspan="2" title="Energy shield conversion rate" {{!}} | + | |{{!}} colspan="2" title="Energy shield conversion rate" {{!}} Conversion Rate: {{{conversion}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- shield emitter dissipation rate row --> | |
− | shield emitter dissipation rate row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{dissipation|}}} | {{#if:<noinclude>string</noinclude>{{{dissipation|}}} | ||
− | |{{!}} style="height:2.5em;" valign="top" colspan="2" title="Energy shield dissipation rate" {{!}} | + | |{{!}} style="height:2.5em;" valign="top" colspan="2" title="Energy shield dissipation rate" {{!}} 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="height:2.5em;" colspan="2" title="Energy shield impact speed spectrum breakdown" {{!}} | + | |{{!}} style="height:2.5em;" colspan="2" title="Energy shield impact speed spectrum breakdown" {{!}} Shielding: |
− | |||
:<span style="color:teal;">Very Low: {{{shield-vlow}}}</span> | :<span style="color:teal;">Very Low: {{{shield-vlow}}}</span> | ||
:<span style="color:DarkSlateGray;">Low: {{{shield-low}}}</span> | :<span style="color:DarkSlateGray;">Low: {{{shield-low}}}</span> | ||
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:<span style="color:Salmon;">Very High: {{{shield-vhigh}}}</span> | :<span style="color:Salmon;">Very High: {{{shield-vhigh}}}</span> | ||
|}} | |}} | ||
− | |||
− | |||
− | armor resistances row | + | |- <!-- armor resistances row --> |
− | --> | + | {{#if:<noinclude>string</noinclude>{{{resistances|}}}{{{res-mech|}}}{{{res-heat|}}}{{{res-cold|}}}{{{res-elec|}}}{{{res-acid|}}}{{{res-ener|}}}{{{res-bio|}}} |
− | {{#if:<noinclude>string</noinclude>{{{resistances|}}} | + | |{{!}} colspan="2" title="Damage resistances and tresholds provided" {{!}} Resistances: |
− | |{{!}} colspan="2" title="Damage resistances and tresholds provided" {{!}}<!-- | + | {{{resistances|}}}<!-- legacy parameter, phased out --> |
− | --> | + | {{#if:<noinclude>string</noinclude>{{{res-mech|}}}|:<span style="color:white">Mechanical: {{{res-mech}}}</span>|}} |
− | <noinclude>:</noinclude>{{{ | + | {{#if:<noinclude>string</noinclude>{{{res-heat|}}}|:<span style="color:orangered">Heat: {{{res-heat}}}</span>|}} |
+ | {{#if:<noinclude>string</noinclude>{{{res-cold|}}}|:<span style="color:lightblue">Cold: {{{res-cold}}}</span>|}} | ||
+ | {{#if:<noinclude>string</noinclude>{{{res-elec|}}}|:<span style="color:yellow">Electricity: {{{res-elec}}}</span>|}} | ||
+ | {{#if:<noinclude>string</noinclude>{{{res-acid|}}}|:<span style="color:green">Acid: {{{res-acid}}}</span>|}} | ||
+ | {{#if:<noinclude>string</noinclude>{{{res-ener|}}}|:<span style="color:aqua">Energy: {{{res-ener}}}</span>|}} | ||
+ | {{#if:<noinclude>string</noinclude>{{{res-bio|}}} |:<span style="color:lightgreen">Bio: {{{res-bio}}}</span>|}} | ||
|}} | |}} | ||
− | |||
− | + | |- <!-- armor encumbrance (armor penalty) row --> | |
− | armor encumbrance (armor penalty) row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{encumbrance|}}} | {{#if:<noinclude>string</noinclude>{{{encumbrance|}}} | ||
− | |{{!}} colspan="2" title="Armor penalty reduces movement points, dodge, evasion and stealth" {{!}} | + | |{{!}} colspan="2" title="Armor penalty reduces movement points, dodge, evasion and stealth" {{!}} Armor penalty: {{color|red|{{{encumbrance}}}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- generic white stats row --> | |
− | generic white stats row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{whitestats|}}} | {{#if:<noinclude>string</noinclude>{{{whitestats|}}} | ||
− | |{{!}} colspan="2" title="Other stats" {{!}} | + | |{{!}} colspan="2" title="Other stats" {{!}} {{{whitestats}}}<noinclude><small> (this is used by some trap stats)</small></noinclude> |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- generic green (use/on equip) stats row (automated for ammo) --> | |
− | generic green (use/on equip) stats row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{greenstats|}}}{{{component1|}}}{{{caliber|}}} | {{#if:<noinclude>string</noinclude>{{{greenstats|}}}{{{component1|}}}{{{caliber|}}} | ||
|{{!}} style="max-width:400px; color:green;" colspan="2" title="Uses, on equip bonuses and other effects" {{!}}<!-- | |{{!}} style="max-width:400px; color:green;" colspan="2" title="Uses, on equip bonuses and other effects" {{!}}<!-- | ||
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}} | }} | ||
|}} | |}} | ||
− | |||
− | |||
− | generic orange (incurred) stats row | + | |- <!-- generic orange (incurred) stats row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{orangestats|}}} | {{#if:<noinclude>string</noinclude>{{{orangestats|}}} | ||
− | |{{!}} style="color:orange; max-width:400px;" colspan="2" title="Incurred stats" {{!}} | + | |{{!}} style="color:orange; max-width:400px;" colspan="2" title="Incurred stats" {{!}} {{{orangestats}}}<noinclude><small> (incurred stats)</small></noinclude> |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- minimal strength requirement row --> | |
− | minimal strength requirement row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{minstr|}}} | {{#if:<noinclude>string</noinclude>{{{minstr|}}} | ||
− | |{{!}} style="height:2em;" valign="bottom" colspan="2" title="Minimal strength requirement" {{!}} | + | |{{!}} style="height:2em;" valign="bottom" colspan="2" title="Minimal strength requirement" {{!}} Minimal strength: {{{minstr}}} |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- minimal skill requirement row --> | |
− | minimal skill requirement row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{minskill|}}} | {{#if:<noinclude>string</noinclude>{{{minskill|}}} | ||
− | |{{!}} colspan="2" title="Minimal skill requirement" {{!}} | + | |{{!}} colspan="2" title="Minimal skill requirement" {{!}} Minimal weapon skill: {{{minskill}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | ammo type row | + | |- <!-- ammo type row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{ammotype|}}} | {{#if:<noinclude>string</noinclude>{{{ammotype|}}} | ||
− | |{{!}} style="height:2em;" valign="bottom" colspan="2" title="Type of ammunition used" {{!}} | + | |{{!}} style="height:2em;" valign="bottom" colspan="2" title="Type of ammunition used" {{!}} Ammo type: {{{ammotype}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | magazine capacity row | + | |- <!-- magazine capacity row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{magcap|}}} | {{#if:<noinclude>string</noinclude>{{{magcap|}}} | ||
− | |{{!}} style="height:2em;" valign="top" colspan="2" title="Magazine ammunition capacity" {{!}} | + | |{{!}} style="height:2em;" valign="top" 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|}}} | ||
− | |{{!}} colspan="2" title="Energy/shot" {{!}} | + | |{{!}} colspan="2" title="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|}}} | ||
− | |{{!}} colspan="2" title="Energy storage capacity" {{!}} | + | |{{!}} colspan="2" title="Energy storage capacity" {{!}} Energy: {{color|green|{{{energy}}}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | durability row | + | |- <!-- durability row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{durability|}}} | {{#if:<noinclude>string</noinclude>{{{durability|}}} | ||
− | |{{!}} colspan="2" title="Durability and its type" {{!}} | + | |{{!}} colspan="2" title="Durability and its type" {{!}} Durability: {{{durability}}} |
− | |||
|}} | |}} | ||
− | |||
− | |||
− | generic whitestats2 row | + | |- <!-- generic whitestats2 row --> |
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{whitestats2|}}} | {{#if:<noinclude>string</noinclude>{{{whitestats2|}}} | ||
− | |{{!}} colspan="2" title="Other stats" {{!}} | + | |{{!}} colspan="2" title="Other stats" {{!}} {{{whitestats2}}}<noinclude><small> (this is for combat limitations)</small></noinclude> |
− | |||
|}} | |}} | ||
− | |||
− | + | |- <!-- weight row --> | |
− | weight row | ||
− | --> | ||
{{#if:<noinclude>string</noinclude>{{{weight|}}} | {{#if:<noinclude>string</noinclude>{{{weight|}}} | ||
− | |{{!}} style="color:Burlywood;" colspan="2" title="Item weight" {{!}} | + | |{{!}} style="color:Burlywood;" colspan="2" title="Item 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|}}} | ||
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}} | }} | ||
<!-- | <!-- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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{{!}}- align="center" valign="middle" | {{!}}- align="center" valign="middle" | ||
− | {{!}} | + | {{!}} class="infobox-cc" title="First component" {{!}} '''{{{component1}}}''' |
− | |||
<!-- | <!-- | ||
− | |||
box for 2nd component | box for 2nd component | ||
-->{{#if:<noinclude>string</noinclude>{{{component2|}}} | -->{{#if:<noinclude>string</noinclude>{{{component2|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-cc" title="Second component" {{!}} '''{{{component2}}}''' |
− | |||
<!-- | <!-- | ||
− | |||
new row if there are 4 components | new row if there are 4 components | ||
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|}} | |}} | ||
<!-- | <!-- | ||
− | |||
box for 3rd component | box for 3rd component | ||
-->{{#if:<noinclude>string</noinclude>{{{component3|}}} | -->{{#if:<noinclude>string</noinclude>{{{component3|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-cc" title="Third component" {{!}} '''{{{component3}}}''' |
− | |||
<!-- | <!-- | ||
− | |||
box for 4th component | box for 4th component | ||
-->{{#if:<noinclude>string</noinclude>{{{component4|}}} | -->{{#if:<noinclude>string</noinclude>{{{component4|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-cc" title="Fourth component" {{!}} '''{{{component4}}}''' |
− | |||
|}} <!-- close if component4 --> | |}} <!-- close if component4 --> | ||
|}} <!-- close if component3 --> | |}} <!-- close if component3 --> | ||
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{{!}}- align="center" valign="top" | {{!}}- align="center" valign="top" | ||
<!-- | <!-- | ||
− | |||
optional component 1 | optional component 1 | ||
-->{{#if:<noinclude>string</noinclude>{{{optional1|}}} | -->{{#if:<noinclude>string</noinclude>{{{optional1|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-oc" title="First optional component" {{!}} '''{{{optional1}}}'''<br/><div class="infobox-opt">Optional. |
− | |||
− | <div | ||
<!-- | <!-- | ||
optional difficulty mod 1 | optional difficulty mod 1 | ||
-->{{#if:<noinclude>string</noinclude>{{{diffmod1|}}} | -->{{#if:<noinclude>string</noinclude>{{{diffmod1|}}} | ||
− | + | |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod1}}}</span> of the occupying item's requirements. | |
− | + | |}}</div> | |
− | |||
<!-- | <!-- | ||
− | |||
optional component 2 | optional component 2 | ||
-->{{#if:<noinclude>string</noinclude>{{{optional2|}}} | -->{{#if:<noinclude>string</noinclude>{{{optional2|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-oc" title="Second optional component" {{!}} '''{{{optional2}}}'''<br/><div class="infobox-opt">Optional. |
− | |||
− | <div | ||
<!-- | <!-- | ||
optional difficulty mod 2 | optional difficulty mod 2 | ||
-->{{#if:<noinclude>string</noinclude>{{{diffmod2|}}} | -->{{#if:<noinclude>string</noinclude>{{{diffmod2|}}} | ||
− | + | |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod2}}}</span> of the occupying item's requirements. | |
− | + | |}}</div> | |
− | |||
<!-- | <!-- | ||
− | |||
optional component 3 | optional component 3 | ||
-->{{#if:<noinclude>string</noinclude>{{{optional3|}}} | -->{{#if:<noinclude>string</noinclude>{{{optional3|}}} | ||
− | |{{!}} | + | |{{!}} class="infobox-oc" title="Third optional component" {{!}} '''{{{optional3}}}'''<br/><div class="infobox-opt">Optional. |
− | |||
− | <div | ||
<!-- | <!-- | ||
optional difficulty mod 3 | optional difficulty mod 3 | ||
-->{{#if:<noinclude>string</noinclude>{{{diffmod3|}}} | -->{{#if:<noinclude>string</noinclude>{{{diffmod3|}}} | ||
− | + | |<br/>Using this slot will increase the total skill requirements by <span title="Difficulty modifier">{{{diffmod3}}}</span> of the occupying item's requirements. | |
− | + | |}}</div> | |
− | |||
|}} <!-- close if optional component3 --> | |}} <!-- close if optional component3 --> | ||
|}} <!-- close if optional component2 --> | |}} <!-- close if optional component2 --> | ||
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AUTOMATIC CATEGORIES: | AUTOMATIC CATEGORIES: | ||
− | only if namespace is empty | + | only if namespace is empty, aka main namespace |
-->{{#if:{{NAMESPACE}}||<!-- | -->{{#if:{{NAMESPACE}}||<!-- | ||
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check if component stats are example | check if component stats are example | ||
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}}<!-- | }}<!-- | ||
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check if it's weightless and not oddity, not key, not misc. | check if it's weightless and not oddity, not key, not misc. | ||
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}} | }} | ||
}}<!-- | }}<!-- | ||
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|<includeonly>[[Category:Items without itemquality]]</includeonly> | |<includeonly>[[Category:Items without itemquality]]</includeonly> | ||
}}<!-- | }}<!-- | ||
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-->}}<!-- close namespace #IF --><noinclude><br style="clear:both;"/>{{documentation}}</noinclude> | -->}}<!-- close namespace #IF --><noinclude><br style="clear:both;"/>{{documentation}}</noinclude> |
Revision as of 07:46, 17 November 2014
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?)
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:
- copy the following code
- fill in the appropriate fields
- 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: Sniper Rifle | |||||||||
Blueprint | |||||||||
Contain instructions on how to create a sniper rifle. | |||||||||
{{{greenstats}}} | |||||||||
Weight: 0.05 | |||||||||
Value: 2000
|
{{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: Health Hypo | ||||||||
Blueprint | ||||||||
Contains instructions on how to create a health hypo. | ||||||||
{{{greenstats}}} | ||||||||
Weight: 0.05 | ||||||||
Value: 800
|
{{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 | |
Medicine | |
A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use. | |
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 | |
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% | |
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 | |
Ammo | |
This is a 9mm jacketed hollow point round. | |
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 }}
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:
| |
Armor penalty: 70% | |
Minimal strength: 8 | |
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 | |
Component | |
This skin can be turned into an acid resistant leather armor. | |
Quality range: 34 - 62 | |
Required crafting skills (as percentage of quality):
| |
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 }}
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. }}