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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 a variable, it will replace the pv with the match armor value symbol--> | |||
{{#if: {{{pv|}}}{{{vibro|}}}{{{maxpv|{{{pv}}} }}} | {{infobox row|[[PV]]|{{Color | C |→}}{{#if: {{{vibro|}}}|≈|{{{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== | ||
Revision as of 02:56, 23 June 2019
{{#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 a variable, it will replace the pv with the match armor value symbol-->
{{#if: {{{pv|}}}{{{vibro|}}}{{{maxpv|{{{pv}}} }}} | {{infobox row|[[PV]]|{{Color | C |→}}{{#if: {{{vibro|}}}|≈|{{{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}}} }}
}}