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<syntaxhighlight lang="xml"> | |||
{{#invoke:infobox|infobox | |||
| rows = | |||
<!--lists the max pv, with a default base pv of 4. if you want to change the base pv, set pv to(number)--> | |||
<!--if you set vibro to true, it will replace the pv with the match armor value symbol--> | |||
{{#if: {{{pv|}}}{{{vibro|}}}{{{maxpv|{{{pv}}} }}} | {{infobox row|[[PV]]|{{Color | C |→}}{{#ifeq: {{{vibro|}}} | true |≈|{{{pv|4}}}{{Color | K |/{{{maxpv|{{{pv}}} }}} }} }} }} }} | |||
<!--does the object have no penetration when unpowered?--> | |||
{{#ifeq: {{{powered|}}}|true| {{infobox row|PV (Unpowered)|{{Color | C |→}}4{{Color | K |/4}} }} }} | |||
<!--write damage in its dice form, ie. 1d2--> | |||
{{#if: {{{damage|}}} | {{infobox row|Base Damage|{{Color | R |♥}}{{{damage}}} }} }} | |||
{{#if: {{{av|}}} | {{infobox row|AV|{{Color | b |♦}}{{{av}}} }} }} | |||
{{#if: {{{dv|}}} | {{infobox row|DV|{{Color | K |o}}{{{dv}}} }} }} | |||
{{#if: {{{ma|}}} | {{infobox row|MA|{{{ma}}} }} }} | |||
<!-- a number to hit--> | |||
{{#if: {{{tohit|}}} | {{infobox row|To Hit|{{{tohit}}} }} }} | |||
<!-- Guns!--> | |||
<!--the ammo it needs. lead slugs, arrows, blood, etc. --> | |||
{{#if: {{{ammo|}}} | {{infobox row|Ammo Type|{{{ammo}}} }} }} | |||
{{#if: {{{accuracy|}}}| {{infobox row|Accuracy|{{{accuracy}}} }} }} | |||
{{#if: {{{shots|}}} | {{infobox row|Shots per Action|{{{shots}}} }} }} | |||
{{#if: {{{maxammo|}}} | {{infobox row|Max Ammo|{{{maxammo}}} }} }} | |||
<!--Generic item stuff--> | |||
{{#if: {{{charge|}}} | {{infobox row|Charge per Use|{{{charge}}} }} }} | |||
{{#if: {{{weight|}}} | {{infobox row|Weight|{{{weight}}}'''#''' }} }} | |||
{{#if: {{{commerce|}}}| {{infobox row|Value|{{{commerce}}} }} }} | |||
{{#if: {{{tier|}}} | {{infobox row|Tier|{{{tier}}} }} }} | |||
{{#if: {{{bits|}}} | {{infobox row|Bits|{{{bits}}} }} }} | |||
{{#if: {{{canbuild|false}}}| {{infobox row|Can Build|{{{canbuild|false}}} }} }} | |||
<!--What skill tree it uses--> | |||
{{#if: {{{skill|}}} | {{infobox row|Skill Used|{{{skill}}} }} }} | |||
<!--This is the name of the object in ObjectBlueprints.xml--> | |||
{{#if: {{{id|}}} | {{infobox row|ID|{{{id}}} }} }} | |||
<!--Renderstring, with the ColorString appended before it--> | |||
{{#if: {{{renderstr|}}}| {{infobox row|Character| '''{{Qud text|{{{renderstr}}}}}''' }} }} | |||
<!--This is more specific stuff--> | |||
{{#if: {{{lightradius|}}}| {{infobox row|Light Radius|{{{lightradius}}} }} }} | |||
<!--Check if the object is two handed, made out of metal, or have light projectiles(tag name = Light)--> | |||
{{#if: {{{twohanded|}}}{{{metal|}}}{{{lightprojectile|}}} | {{infobox row|Other Properties|{{#ifeq: {{{twohanded|}}}| true | <p>Two Handed</p>| }}{{#ifeq: {{{metal|}}} | true |<p>Metal</p>| }}{{#ifeq: {{{lightprojectile|}}} | true |<p>Light Projectiles</p>}} }} }} | |||
<!--Makes the attributes box show up if *any* of the attributes are filled out--> | |||
{{#if: {{{strength|}}}{{{agility|}}}{{{toughness|}}}{{{intelligence|}}}{{{willpower|}}}{{{ego|}}} | | |||
{{infobox row|Attributes|{{#if: {{{strength|}}} | <p style="color:#FFFFFF"> {{{strength}}} Strength</p>}}{{#if: {{{agility|}}} | <p style="color:#CFC041"> {{{agility}}} Agility</p>}}{{#if: {{{toughness|}}} | <p style="color:#D74200"> {{{toughness}}} Toughness</p>}}{{#if: {{{intelligence|}}} | <p style="color:rgb(51,102,255)"> {{{intelligence}}} Intelligence</p>}}{{#if: {{{willpower|}}} | <p style="color:#00C420"> {{{willpower}}} Willpower</p>}}{{#if: {{{ego|}}} | <p style="color:#DA5BD6"> {{{ego}}} Ego</p>}} }} }} | |||
<!--Makes the resistances box show up if *any* of the resistances are filled out--> | |||
{{#if: {{{acid|}}}{{{electric|}}}{{{cold|}}}{{{heat|}}} | | |||
{{infobox row|Elemental Damage| | |||
{{#if: {{{acid|}}} | <p style="color:#00C420"> {{{acid}}} Acid</p>}}{{#if: {{{electric|}}} | <p style="color:#CFC041"> {{{electric}}} Electric</p>}}{{#if: {{{cold|}}} | <p style="color:#0096FF"> {{{cold}}} Cold</p>}}{{#if: {{{heat|}}} | <p style="color:#D74200"> {{{heat}}} Heat</p>}} }} }} | |||
}} | |||
{{#if: {{{desc|}}} | {{Qud quote|{{{desc}}} }} | |||
}} | |||
</syntaxhighlight> | |||
==Example== | ==Example== | ||
<syntaxhighlight lang = "xml"> | |||
{{Weapon | |||
| title = {{Qud text|&cvibro greatsword}} | |||
| image = vibro blade.png | |||
| maxpv = 4 | |||
| av = 69 | |||
| dv = 420 | |||
| ma = 0 | |||
| damage = 1d20 | |||
| commerce = 300 | |||
| id = VibroGreatsword | |||
| tier = 5 | |||
| weight = 2 | |||
| twohanded = true | |||
| metal = true | |||
| skill = Long Blade | |||
| canbuild = true | |||
| powered = true | |||
| renderstr = F | |||
| vibro = true | |||
| bits = 0015 | |||
| charge = 100 | |||
| desc = A long, humming white blade extends an arm's length from a dense black plastic hand-grip. | |||
&CWhen charged, this weapon's penetration value is equal to the defender's armor value. | |||
}} | |||
{{ | </syntaxhighlight> | ||
{{Weapon | |||
| title = {{Qud text|&cvibro greatsword}} | | title = {{Qud text|&cvibro greatsword}} | ||
| image = vibro blade.png | | image = vibro blade.png | ||
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| canbuild = true | | canbuild = true | ||
| powered = true | | powered = true | ||
| | | renderstr = &GF | ||
| vibro = true | | vibro = true | ||
| bits = 0015 | | bits = 0015 | ||
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&CWhen charged, this weapon's penetration value is equal to the defender's armor value. | &CWhen charged, this weapon's penetration value is equal to the defender's armor value. | ||
}} | }} | ||
<noinclude>[[Category:Template documentation]]</noinclude> |
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