Template:Mod: Difference between revisions

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{{infobox row|Tinkerable|{{{tinkerable|no}}} }}
{{infobox row|Tinkerable|{{{tinkerable|no}}} }}
{{#ifeq: {{{tinkerable|}}}| yes | {{infobox row|Tinker Tier|{{{tinkertier}}} }} }}
{{#ifeq: {{{tinkerable|}}}| yes | {{infobox row|Tinker Tier|{{{tinkertier}}} }} }}
{{infobox row|{{Tooltip|Can appear on an item you are<br/>creating with tinkering.|Autotinkerable}}|{{{canautotinker|yes}}} }}
{{infobox row|{{Tooltip|Can appear spontaneously on an<br/>item you create with tinkering.|Autotinkerable}}|{{{canautotinker|yes}}} }}
{{infobox row|Value Multiplier|{{{value|1.0}}}}}
{{infobox row|Value Multiplier|{{{value|1.0}}}}}
{{#if: {{{difficulty|}}}|{{infobox row|Difficulty increase|{{{difficulty}}} }} }}
{{#if: {{{difficulty|}}}|{{infobox row|Difficulty increase|{{{difficulty}}} }} }}

Revision as of 18:10, 14 August 2020

This template defines the table "Mods". View table.

For the tables/ mod groups the mod belongs in, tag the page as the appropriate category. should be the table name but with proper spaces.

title display name of the mod ingame. {{Qud text|(displayname with color codes)}}
type category of the mod (for the query module) Hierarchy. Choose the most specific category it applies to, it it's in multiple tables, separate each by an comma (,).

Choice of:

  • General
    • Pottery
  • Weapon
    • Thrown Weapon
    • Missile Weapon
      • Magazine
      • Firearm
    • Melee Weapon
      • Blade
        • Short Blade
        • Long Blade
        • Axe
      • Cudgel
  • Armor
    • Body
    • Helmet
    • Headwear
    • Eyewear
    • Shield
    • Boot
    • Glove
    • Tread Accessory
  • Electronic
    • Energy Cell
    • Tech Wall
  • Grenade
  • Book
  • Curio
restriction any further specifications from type. strings
mintier minimum tier items it can appear on. defaults to 0 integer
maxtier maximum tier items it can appear on. defaults to 99 integer
rarity rarity. character(C, U, R, M)
id the name of the object in Mods.xml. This is MANDATORY and must be unique. string
tinkerable defaults to no yes/no
canautotinker whether the mod can generate on an item created by tinkering, defaults to yes yes/no
tinkertier what tier of complexity this mod adds onto the object integer
nativetier The native tier it spawns in. integer
value value. what this alters the base Commerce of the object by. float
desc description. string

Source code Copy/Paste. Delete all blank fields.

{{Mod
| title         =
| type          =
| id            =
| rarity        =
| tinkerable    =
| canautotinker = 
| tinkertier    =
| nativetier    =
| value         =
| difficulty    =
| complexity    =
| desc          =
| restriction   =
}}