Template:Item: Difference between revisions
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(changed cursed return text to "Not Unequippable" because that's what it actually means) |
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ObjectID={{{id|}}}|BookID={{{bookid|}}}| | ObjectID={{{id|}}}|BookID={{{bookid|}}}| | ||
LightRadius={{{lightradius|}}}| | LightRadius={{{lightradius|}}}| | ||
Extra={{#ifeq: {{{twohanded|}}}| yes |Two Handed }} {{#ifeq: {{{metal|}}} | yes |</br>Metal }} {{#ifeq: {{{lightprojectile|}}} | yes |</br>Light Projectiles }} {{#ifeq: {{{cursed|}}} | yes |</br>Unequippable }} {{#ifeq: {{{empsensitive|}}} | yes |</br>EMP Sensitive }} {{#ifeq: {{{exoticfood|}}} | yes |</br>Exotic food }}{{#ifeq: {{{destroyonunequip|}}} | yes | </br>Destroyed when unequipped}}{{#if: {{{extra|}}}|</br>{{{extra}}}}}| | Extra={{#ifeq: {{{twohanded|}}}| yes |Two Handed }} {{#ifeq: {{{metal|}}} | yes |</br>Metal }} {{#ifeq: {{{lightprojectile|}}} | yes |</br>Light Projectiles }} {{#ifeq: {{{cursed|}}} | yes |</br>Not Unequippable }} {{#ifeq: {{{empsensitive|}}} | yes |</br>EMP Sensitive }} {{#ifeq: {{{exoticfood|}}} | yes |</br>Exotic food }}{{#ifeq: {{{destroyonunequip|}}} | yes | </br>Destroyed when unequipped}}{{#if: {{{extra|}}}|</br>{{{extra}}}}}| | ||
AgilityBonus={{{agility|}}}|StrengthBonus={{{strength|}}}|WillpowerBonus={{{willpower|}}}|ToughnessBonus={{{toughness|}}}|IntelligenceBonus={{{intelligence|}}}|EgoBonus={{{ego|}}}| | AgilityBonus={{{agility|}}}|StrengthBonus={{{strength|}}}|WillpowerBonus={{{willpower|}}}|ToughnessBonus={{{toughness|}}}|IntelligenceBonus={{{intelligence|}}}|EgoBonus={{{ego|}}}| | ||
Acid={{{acid|}}}|Electric={{{electric|}}}|Cold={{{cold|}}}|Heat={{{heat|}}}| | Acid={{{acid|}}}|Electric={{{electric|}}}|Cold={{{cold|}}}|Heat={{{heat|}}}| | ||
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{{#if: {{{usesslots|}}}| {{infobox row|Uses Slots|{{{usesslots|{{{wornon|}}}}}} }} }} | {{#if: {{{usesslots|}}}| {{infobox row|Uses Slots|{{{usesslots|{{{wornon|}}}}}} }} }} | ||
<!--Check if the object is two handed, made out of metal, or have light projectiles(tag name = Light). any extra details can be added in extra--> | <!--Check if the object is two handed, made out of metal, or have light projectiles(tag name = Light). any extra details can be added in extra--> | ||
{{#if: {{{extra|}}}{{#ifeq:{{{twohanded|}}}|yes|yes|}}{{#ifeq: {{{destroyonunequip|}}}|yes|yes}}{{{movespeed|}}}{{#ifeq:{{{metal|}}}|yes|yes|}}{{#ifeq:{{{lightprojectile|}}}|yes|yes|}}{{{reflect|}}}{{#ifeq:{{{cursed|}}}|yes|yes|}} | {{infobox row|Other Properties|{{#ifeq: {{{twohanded|}}}| yes | <p>Two Handed</p>| }}{{#ifeq: {{{metal|}}} | yes |<p>Metal</p>| }}{{#ifeq: {{{lightprojectile|}}} | yes |<p>Light Projectiles</p>}}{{#if:{{{reflect|}}}|<p>Reflects {{{reflect}}}% of damage, rounded up</p>}}{{#ifeq: {{{cursed|}}} | yes |<p>Unequippable</p>}}{{#if:{{{movespeed|}}} |<p>{{{movespeed}}} Movespeed</p>}}{{#ifeq: {{{destroyonunequip|}}}| yes |<p>Destroyed when unequipped</p>}}{{#if: {{{extra|}}}|<p>{{{extra}}}</p>}} }} }} | {{#if: {{{extra|}}}{{#ifeq:{{{twohanded|}}}|yes|yes|}}{{#ifeq: {{{destroyonunequip|}}}|yes|yes}}{{{movespeed|}}}{{#ifeq:{{{metal|}}}|yes|yes|}}{{#ifeq:{{{lightprojectile|}}}|yes|yes|}}{{{reflect|}}}{{#ifeq:{{{cursed|}}}|yes|yes|}} | {{infobox row|Other Properties|{{#ifeq: {{{twohanded|}}}| yes | <p>Two Handed</p>| }}{{#ifeq: {{{metal|}}} | yes |<p>Metal</p>| }}{{#ifeq: {{{lightprojectile|}}} | yes |<p>Light Projectiles</p>}}{{#if:{{{reflect|}}}|<p>Reflects {{{reflect}}}% of damage, rounded up</p>}}{{#ifeq: {{{cursed|}}} | yes |<p>Not Unequippable</p>}}{{#if:{{{movespeed|}}} |<p>{{{movespeed}}} Movespeed</p>}}{{#ifeq: {{{destroyonunequip|}}}| yes |<p>Destroyed when unequipped</p>}}{{#if: {{{extra|}}}|<p>{{{extra}}}</p>}} }} }} | ||
<!--Makes the attributes box show up if *any* of the attributes are filled out--> | <!--Makes the attributes box show up if *any* of the attributes are filled out--> | ||
{{#if: {{{strength|}}}{{{agility|}}}{{{toughness|}}}{{{intelligence|}}}{{{willpower|}}}{{{ego|}}} | | {{#if: {{{strength|}}}{{{agility|}}}{{{toughness|}}}{{{intelligence|}}}{{{willpower|}}}{{{ego|}}} | |
Revision as of 16:57, 17 August 2019
This template defines the table "ItemsTable". View table. This template adds rows to the table "GeneralData", which is declared by the template General data table. View table.
Documentation
[purge]
Parameter | Explanation | Data type |
---|---|---|
title | The display name of the item. | {{Qud text|(title)}} |
image | The image. If the item has no associate sprite, set equal to none. | item name.png/none |
pv | The base PV, which is by default 4 if not set. Optional. | int |
maxpv | The max strength bonus + base pv. | int |
vibro | Replaces the damage number with the armor match symbol if true. | yes/no |
pvpowered | If yes, adds a row that shows the unpowered pv (4) | yes/no |
damage | damage | dice value |
unpowereddamge | damage when unpowered | dice value |
hp | hitpoints of creature | int |
av | Base armor value | int |
dv | The base dodge value | int |
ma | The mental armor value, if it exists. | int |
tohit | The bonus or penalty to hit | (+/-)int |
ammodamagetypes | the type(s) of damage caused by this weapon | string list (delimited by or ,) |
ammo | what type of ammo is used. | string |
accuracy | How accurate the gun is. | int |
shots | How many shots are fired in one round | int |
maxammo | How much ammo a gun can have loaded at once. | int |
maxvol | the maximum liquid volume | int |
liquidgenrate | for liquid generators. how many turns it takes for 1 dram to generate. (can be a number or a range like 20-40) | string |
liquidgentype | The type of liquid generated. | string |
inhaled | "yes" if a gas is respiration-based, "no" if it isn't. | boolean |
seeping | "yes" if a gas can seep through walls, "no" if it can't. | boolean |
maxcharge | how much charge it can hold (usually reserved for cells) | int |
chargeperdram | how much charge is one dram (for liquid cells) | int |
chargeused | How much charge is consumed per use | int |
chargefunction | What function the charge is necessary to support | string |
dramsperuse | How many drams consumed per use of the object, if fueled by liquid | int or float |
imprintchargecost | Charge cost to imprint a ProgrammableRecoiler | int |
weight | int | |
featureweightinfo | whether the weight should be featured near the top of the infobox (yes) or moved into the extra data field (no) | string |
commerce | The value of the object | int |
complexity | int | |
tier | int | |
bits | bits. Will only show if canbuild=yes or candisassemble=yes | 0 for nonspecific bits |
canbuild | yes/no | |
candisassemble | yes/no | |
empsensitive | if it's sensitive to emp bursts. | yes/no |
weaponskill | the skill tree required for use. | string |
colorstr | the color of the character with tiles mode off. | &(char),defaults to &y |
renderstr | What the item looks like with tiles mode off. | char |
id | The name of the object in ObjectBlueprints.xml | string |
bookid | Id in books.xml | string |
chairlevel | The Chair Level of this chair. Affects the power of sitting. | int |
lightradius | radius of light it gives off | int |
hunger | how much hunger it satiates | String |
thirst | how much thirst it slakes | int |
healing | what the item heals | string |
harvestedinto | what the item harvested from this is | string |
preservedinto | what the item preserves into | string |
preservedquantity | how much of the preserved item is made | integer |
twohanded | If item requires two hands to wield | yes/no |
metal | if the object is made out of metal | yes/no |
lightprojectile | if tag Name="Light" | yes/no |
reflect | if it reflects, what percentage of damage is reflected | integer |
extra | Any other features that do not have an associated variable. Uses Template:Extra info. | {{Extra info| ...... }}
|
agility/strength/willpower/toughness/agility/intelligence | The stats the mutations affect. | (+/-)int |
acid/electric/cold/heat/poison | The elemental resistances/weaknesses the mutation has. | (+/-)int |
reputationbonus | the reputation stuff that the player gets when this is equipped. | Template:Reputation bonus for each faction |
wornon | slot the item is worn on | string |
usesslots | slots the item takes up. defaults to worn on if not specified. | List (,) of string |
supportedmods | the list of mods this item supports | List (,) of string |
desc | The short description of the object. | The whole string, with color codes included |
Usage
{{Item | title = Stopsvalinn | image = Stopsvalinn.png | av = 3 | dv = 0 | ma = 0 | ego = +1 }}