Template:Mod: Difference between revisions

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<noinclude>
<noinclude>
{{#cargo_declare:_table=Mods
{{#cargo_declare:_table=Mods
|Type=String|
|Type=String
|MinTier=Integer|MaxTier=Integer
|MinTier=Integer|MaxTier=Integer
|ModID=String
|ModID=String
|Value=Float|Rarity=String (allowed values=C,U,R,M)
|Value=Float
|Rarity=String (allowed values=C,U,R,M)
|Tinkerable=Boolean
|Tinkerable=Boolean
|TinkerTier=Integer
|TinkerTier=String
|BitUsed=Integer
|NativeTier=Integer
|NativeTier=Integer
|CanAutoTinker=Boolean
|CanAutoTinker=Boolean
|Description=Wikitext
|Description=Wikitext
|DisplayName=Wikitext
|DisplayName=Wikitext
|PlainName=String
|Restriction=String
|Restriction=String
|TinkerTierNum=Integer
|Difficulty=Integer
|Complexity=Integer
|PowerLoadSensitive=Boolean
|EMPSensitive=Boolean
|RealityDistortionBased=Boolean
|ChargeUsed=String
|Type=List (,) of String (hierarchy;allowed values=*General
|Type=List (,) of String (hierarchy;allowed values=*General
**Pottery
**Pottery
**Statue
**Jeweled
*Weapon
*Weapon
**Thrown Weapon
**Thrown Weapon
***Grenade
**Missile Weapon
**Missile Weapon
***Magazine
***Magazine
***Firearm
***Firearm
***Beam Weapon
**Melee Weapon
**Melee Weapon
***Blade
***Blade
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*Armor
*Armor
**Body
**Body
**Cloak
**Helmet
**Helmet
**Headwear
**Headwear
**Mask
**Eyewear
**Eyewear
**Shield
**Shield
**Boot
**Boot
**Glove
**Glove
**Gauntlet
**Tread Accessory
**Tread Accessory
**Exoskeleton
**Exoskeleton
**Wings
*Misc
*Misc
**Grenade
**Book
**Book
**Curio
**Curio
*Electronics
*Electronics
**Energy Cell
**Energy Cell
**Charge Storage
**Tech Wall)}}[[Category:Cargo Store Templates]]
**Tech Wall)}}[[Category:Cargo Store Templates]]
</noinclude><includeonly><!--                   
</noinclude><includeonly><!--                   


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-->{{#cargo_store:_table=Mods
-->{{#cargo_store:_table=Mods
|Type={{{type|}}}
|Type       = {{{type|}}}
|MinTier={{{mintier|0}}}
|MinTier     = {{{mintier|0}}}
|MaxTier={{{maxtier|99}}}
|MaxTier     = {{{maxtier|99}}}
|ModID={{{id|}}}
|ModID       = {{{id|}}}
|Value={{{value|1.0}}}
|Value       = {{{value|1.0}}}
|Rarity={{{rarity|}}}
|Rarity     = {{{rarity|}}}
|Tinkerable={{{tinkerable|no}}}
|Tinkerable = {{lc:{{{tinkerable|no}}}}}
|TinkerTier={{{tinkertier|}}}
|TinkerTier = {{#ifeq:{{lc:{{{tinkerable|}}}}}|yes|{{tinker check|{{{tinkertier|1}}} }} }}
|NativeTier={{{nativetier|}}}
|BitUsed    = {{#ifeq:{{lc:{{{tinkerable|}}}}}|yes|{{{tinkertier|1}}} }}
|CanAutoTinker={{{canautotinker|yes}}}
|NativeTier = {{{nativetier|}}}
|Description={{qud text|{{{desc|}}} }}
|CanAutoTinker = {{lc:{{{canautotinker|yes}}}}}
|Restriction={{{restriction|no restrictions}}}
|Description = {{qud text|{{{desc|}}} }}
|DisplayName={{{title|{{#titleparts:{{PAGENAME}}}} }}}
|Restriction = {{{restriction|no restrictions}}}
|Difficulty  = {{{difficulty|}}}
|Complexity  = {{{complexity|}}}
|PowerLoadSensitive = {{lc:{{{powerloadsensitive|no}}}}}
|EMPSensitive = {{lc:{{{empsensitive|no}}}}}
|RealityDistortionBased = {{lc:{{{realitydistortion|no}}}}}
|ChargeUsed  = {{{chargeused|}}}
|DisplayName = {{{title|{{#titleparts:{{PAGENAME}}}} }}}
|PlainName  = {{#invoke: HTMLParse | strip_formatting | html ={{{title|{{#titleparts:{{PAGENAME}}}} }}}}}
|TinkerTierNum = {{#ifeq:{{lc:{{{tinkerable|}}}}}|yes|{{{tinkertier|1}}} }}
}}<!--
}}<!--


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{{#ifexpr: {{{mintier|0}}} > 1|{{infobox row|minimum item [[tier]]|{{{mintier}}} }} }}
{{#ifexpr: {{{mintier|0}}} > 1|{{infobox row|minimum item [[tier]]|{{{mintier}}} }} }}
{{#ifexpr: {{{maxtier|99}}} < 8|{{infobox row|Maximum item [[tier]]|{{{maxtier}}} }} }}
{{#ifexpr: {{{maxtier|99}}} < 8|{{infobox row|Maximum item [[tier]]|{{{maxtier}}} }} }}
{{#if: {{{nativetier|}}}|{{infobox row|{{Tooltip|Less likely to appear on items<br/>of a lower [[tier]] than this.|Native Tier}}|{{{nativetier}}} }} }}
{{#if: {{{nativetier|}}}|{{infobox row|{{Tooltip|Less likely to appear on items<br/>of a lower [[tier]] than this.|Native tier}}|{{{nativetier}}} }} }}
{{#if: {{{rarity|}}}|{{infobox row|Rarity|{{#switch: {{{rarity}}}| C = Common | U = Uncommon | R = Rare | M = Mega Rare}} }} }}
{{#if: {{{rarity|}}}|{{infobox row|Rarity|{{#switch: {{{rarity}}}| C = Common | U = Uncommon | R = Rare | R2 = Rare 2 | R3 = Rare 3}} }} }}
{{infobox row|Tinkerable|{{{tinkerable|no}}} }}
{{infobox row|Tinkerable|{{{tinkerable|no}}} }}
{{#ifeq: {{{tinkerable|}}}| yes | {{infobox row|Tinker Tier|{{{tinkertier}}} }} }}
{{#ifeq: {{lc:{{{tinkerable|}}}}}| yes | {{infobox row|Tinker skill|[[{{Tinker check|{{{tinkertier}}} }}]] }} }}
{{infobox row|{{Tooltip|Can appear spontaneously on an<br/>item you create with tinkering.|Autotinkerable}}|{{{canautotinker|yes}}} }}
{{#ifeq: {{lc:{{{tinkerable|}}}}}| yes | {{infobox row|Bit required|{{Bits|{{{tinkertier|1}}}}} }} }}
{{infobox row|Value Multiplier|{{{value|1.0}}}}}
{{infobox row|{{Tooltip|Can appear spontaneously on an<br/>item you create with tinkering.|Autotinkerable}}|{{lc:{{{canautotinker|yes}}}}} }}
{{#if: {{{difficulty|}}}|{{infobox row|Difficulty increase|{{{difficulty}}} }} }}
{{infobox row|Value multiplier|{{{value|1.0}}}}}
{{#if: {{{complexity|}}}|{{infobox row|Complexity increase|{{{complexity}}} }} }}
{{#if: {{{difficulty|}}}|{{infobox row|[[Artifact difficulty|Difficulty]]|+{{{difficulty}}} }} }}
{{#if: {{{complexity|}}}|{{infobox row|[[Artifact complexity|Complexity]]|+{{{complexity}}} }} }}
{{#if:{{{chargeused|}}}|{{infobox row|[[Energy|Charge]] per Use|{{#if:{{IsNumber|{{{chargeused}}}}}|{{cell performance for charge|{{{chargeused}}}}}|{{{chargeused}}} }} }} }}
{{#if:{{{empsensitive|}}}|{{infobox row|[[EMP-sensitive]]?|{{{empsensitive}}} }} }}
{{#if:{{{powerloadsensitive|}}}|{{infobox row|{{Tooltip|Whether this mod is power-load sensitive, and<br/>can be further enhanced by the overloaded mod|[[Overloaded|Overloadable]]}}?|{{{powerloadsensitive}}} }} }}
{{#if:{{{realitydistortion|}}}|{{infobox row|{{Tooltip|Whether this item is susceptible<br/>to normality effects|[[Reality distortion|Distorts reality]]}}?|{{{realitydistortion}}} }} }}
{{#if: {{{id|}}}|{{infobox row|ID|{{{id}}} }} }}
{{#if: {{{id|}}}|{{infobox row|ID|{{{id}}} }} }}
}}{{#if: {{{desc|}}}|{{qud quote {{#ifeq:{{{notxml|}}}| yes | notxml}}|{{{desc}}}}} }}<!--
}}{{#if: {{{desc|}}}|{{qud quote|{{{desc}}}|noindent=true}} }}<!--


if no specific category was added by 'type' parameter, add the generic 'Mod' category:
if no specific category was added by 'type' parameter, add the generic 'Mod' category:
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*General
*General
**Pottery
**Pottery
**Statue
**Jeweled
*Weapon
*Weapon
**Thrown Weapon
**Thrown Weapon
***Grenade
**Missile Weapon
**Missile Weapon
***Magazine
***Magazine
***Firearm
***Firearm
***Beam Weapon
**Melee Weapon
**Melee Weapon
***Blade
***Blade
Line 120: Line 155:
*Armor
*Armor
**Body
**Body
**Cloak
**Helmet
**Helmet
**Headwear
**Headwear
**Mask
**Eyewear
**Eyewear
**Shield
**Shield
**Boot
**Boot
**Glove
**Glove
**Gauntlet
**Tread Accessory
**Tread Accessory
*Electronic
**Exoskeleton
**Wings
*Misc
**Book
**Curio
*Electronics
**Energy Cell
**Energy Cell
**Charge Storage
**Tech Wall
**Tech Wall
*Grenade
*Book
*Curio
|-
|-
! restriction
! restriction
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! rarity
! rarity
| rarity.
| rarity.
| character(C, U, R, M)
| character(C, U, R, R2, R3)
|-
|-
! id
! id
Line 158: Line 199:
| yes/no  
| yes/no  
|-
|-
| canautotinker
! canautotinker
| whether the mod can generate on an item created by tinkering, defaults to yes
| whether the mod can generate on an item created by tinkering, defaults to yes
| yes/no
| yes/no
Line 169: Line 210:
| The native tier it spawns in.
| The native tier it spawns in.
| integer
| integer
|-
! chargeused
| Amount of charge consumed per use by this mod, if applicable. Usually a number but can also be a string such as "variable".
| string
|-
! powerloadsensitive
| Whether this mod is "power load-sensitive". Power load-sensitive mods can be enhanced by the [[Overloaded]] mod.
| yes/no
|-
! empsensitive
| Whether this mod is [[EMP-sensitive]].
| yes/no
|-
! realitydistortion
| Whether this mod is [[Reality distortion]]-based.
| yes/no
|-
|-
! value
! value
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<pre><nowiki>
<pre><nowiki>
{{Mod
{{Mod
| title         =
| title             =
| type         =
| type               =
| id           =
| id                 =
| rarity       =
| rarity             =
| tinkerable   =
| tinkerable         =
| canautotinker =  
| canautotinker     =  
| tinkertier   =
| tinkertier         =
| nativetier   =
| nativetier         =
| value         =
| value             =
| difficulty   =
| difficulty         =
| complexity   =
| complexity         =
| desc         =
| chargeused        =
| restriction   =
| powerloadsensitive =
| empsensitive      =
| realitydistortion  =
| desc               =
| restriction       =
}}</nowiki></pre>
}}</nowiki></pre>
</noinclude>
</noinclude>

Latest revision as of 07:33, 16 October 2023

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
    • Statue
    • Jeweled
  • Weapon
    • Thrown Weapon
      • Grenade
    • Missile Weapon
      • Magazine
      • Firearm
      • Beam Weapon
    • Melee Weapon
      • Blade
        • Short Blade
        • Long Blade
        • Axe
      • Cudgel
  • Armor
    • Body
    • Cloak
    • Helmet
    • Headwear
    • Mask
    • Eyewear
    • Shield
    • Boot
    • Glove
    • Gauntlet
    • Tread Accessory
    • Exoskeleton
    • Wings
  • Misc
    • Book
    • Curio
  • Electronics
    • Energy Cell
    • Charge Storage
    • Tech Wall
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, R2, R3)
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
chargeused Amount of charge consumed per use by this mod, if applicable. Usually a number but can also be a string such as "variable". string
powerloadsensitive Whether this mod is "power load-sensitive". Power load-sensitive mods can be enhanced by the Overloaded mod. yes/no
empsensitive Whether this mod is EMP-sensitive. yes/no
realitydistortion Whether this mod is Reality distortion-based. yes/no
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         =
| chargeused         =
| powerloadsensitive =
| empsensitive       =
| realitydistortion  =
| desc               =
| restriction        =
}}