Difference between revisions of "Template:Infobox item"
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Revision as of 16:07, 21 January 2014
Template documentation follows
Note: the template above may sometimes be partially or fully invisible.
Visit Template:Infobox_item/doc to view this documentation. (edit) (How does this work?)
Visit Template:Infobox_item/doc to view this documentation. (edit) (How does this work?)
Description
This is the infobox template for all items.
Old unused aliases: Template:Infobox ammo, Template:Infobox armor, Template:Infobox blueprint, Template:Infobox component, Template:Infobox weapon
Syntax
To use this template:
- copy the following code
- fill in the appropriate fields
- remove all unused lines
{{item infobox | itemquality = [accepted values: low, normal, high, rarity, unique, artifact] | image = [should match name with .png suffix] | name = | type = | description = | trapstats = [skill req and detection difficulty for traps] | capabilities = [Use / On Hit / other item capabilities] | requirements = [new 1.1 requirements listing, each req on a new line beginning with :*] | incurred = [incurred stats written in orange] | onequip = [bonuses/penalties on equip] | ammouses = [ammo capabilities, for either ammo or loaded weapons] | energy = [battery capacity] | durability = [durability and its type] | disassembly = [remove this if item is not disassemble-able] | limitations = [general restrictions like cant be used in combat etc] | weight = | value = [base trading value, NOT value affected by trading multiplier] | |armor attributes: | res-mech = | res-heat = | res-cold = | res-elec = | res-acid = | res-ener = | res-bio = | encumbrance = [aka armor penalty] | |blueprint attributes: | description2 = [description on the crafting recipe] | component1 = [mandatory first component] | component2 = | component3 = | component4 = | component5 = | optional1 = | diffmod1 = | optional2 = | diffmod2 = | optional3 = | diffmod3 = | |component attributes: | quality = | skillsreq = [multiple lines, each intended with ":"] | |shield emitter attributes: | capacity = | conversion = | dissipation = | shield-vlow = | shield-low = | shield-med = | shield-high = | shield-vhigh = | |weapon attributes: | damage = | impactspeed = [accepted values: Very Low, Low, Medium, High, Very High] | ap = | spread = | range = | precision = | cqprec. = | moveprec. = | burstprec. = | extraburst = | critchance = | critbonus = | ammotype = | magcap = | reloadcost = | energy/shot = | energy = | |vehicle part attributes: | partsize = | power = | consumption = | stability = | |meta: | datafile = [the item definition file] }}
Samples
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Blueprint: Sniper Rifle | |||||||||
Blueprint | |||||||||
Contain instructions on how to create a sniper rifle. | |||||||||
Use: Download blueprint into your wristpad. | |||||||||
Weight: 0.05 | |||||||||
Value: 2000
|
{{infobox item | itemquality = high | image = Blueprint: Sniper Rifle.png | name = Blueprint: Sniper Rifle | type = Blueprint | description = Contain instructions on how to create a sniper rifle. | capabilities = Use: Download blueprint into your wristpad. | weight = 0.05 | value = 2000 | description2 = Sniper rifles can be created from frame, barrel and scope parts. The type and quality of the frame will determine the rifle's overall damage potential, while the barrel will dictate the payload. Scope will influence the rifle's precision, critical hit chance and other qualities.<br/><br/>A number of optional components can also be added to further enhance the weapon. | component1 = Frame | component2 = Barrel | component3 = Scope | optional1 = Sniper Rifle Enhancement | diffmod1 = 15% | optional2 = Sniper Rifle Enhancement | diffmod2 = 15% }}
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Blueprint: Health Hypo | ||||||||
Blueprint | ||||||||
Contains instructions on how to create a health hypo. | ||||||||
Use: Download blueprint into your wristpad. | ||||||||
Weight: 0.05 | ||||||||
Value: 800
|
{{infobox item | itemquality = high | image = Blueprint: Health Hypo.png | name = Blueprint: Health Hypo | type = Blueprint | description = Contains instructions on how to create a health hypo. | capabilities = Use: Download blueprint into your wristpad. | weight = 0.05 | value = 800 | description2 = Health Hypo can be created by mixing healthy animal blood with insectoid saliva and preserving the mixture with anticoagulant. | component1 = Blood (x3) | component2 = Insectoid Saliva | component3 = Anticoagulant | component4 = Syringe (x2) }}
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Health Hypo | |
Medicine | |
A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use. | |
Weight: 0.10 | |
Value: 120 |
{{infobox item | itemquality = normal | image = Health Hypo.png | name = Health Hypo | type = Medicine | description = A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use. | capabilities = Use: Instantly restores 80 health points.<br/>(AP: 10, Cooldown: 6 turns) | weight = 0.10 | value = 120 }}
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Steel Crowbar | |
Melee Weapon | |
This handy tool can also be used as a weapon in a pinch. | |
Damage: 5-13 (Mechanical) | |
Impact Speed: Very Low | |
Action Points: 18 AP | |
Range: Melee | |
Critical chance: 10% | |
Weight: 2.50 | |
Value: 50 |
{{infobox item | itemquality = normal | image = Steel Crowbar.png | name = Steel Crowbar | type = Melee Weapon | description = This handy tool can also be used as a weapon in a pinch. | damage = 5-13 (Mechanical) | impactspeed = Very Low | ap = 18 AP | range = Melee | critchance = 10% | critbonus = 100% | capabilities = Damage increased by 3% for every point in strength above 6.<br><br>Use: Forces open a ventilation shaft. It won't be able to close afterwards.<br>(AP: 15) | weight = 2.50 | value = 50 }}
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9mm JHP Round | |
Ammo | |
This is a 9mm jacketed hollow point round. | |
Weight: 0.04 | |
Value: 18 |
{{Infobox ammo | itemquality = high | image = 9mm JHP Round.png | name = 9mm JHP Round | type = Ammo | description = This is a 9mm jacketed hollow point round. | incurred = - Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets. | ammouses = Use: Reload a weapon with 9mm JHP rounds.<br>(AP: 15)<br><br>Use: Reload the current weapon with 9mm JHP rounds.<br>(AP: 15)<br><br>Use: Loads a single 9mm JHP round into a weapon. Can only be performed out of combat.<br>(AP: 15)<br><br>Use: Loads a single 9mm JHP round into the current weapon. Can only be performed out of combat.<br>(AP: 15) | weight = 0.04 | value = 18 | datafile = Ammo/Caliber_9_JHP.item }}
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Galvanic Steel Armor | |
Armor Suit | |
This is a suit of steel armor. Below the protective plates is a vest that provides moderate protection against electrical attacks. | |
Encumbrance: 70% | |
Minimal strength: 8 | |
Durability: 505 / 505 (mechanical) | |
Weight: 20.00 | |
Value: 10758 |
{{infobox item | itemquality = normal | image = Galvanic Steel Armor.png | name = Galvanic Steel Armor | type = Armor Suit | description = This is a suit of steel armor. Below the protective plates is a vest that provides moderate protection against electrical attacks. | res-mech = 51% / 15 | res-heat = 5 | res-elec = 16% / 3 | res-acid = 5 | res-ener = 38% / 10 | encumbrance = 70% | minstr = 8 | durability = 505 / 505 (mechanical) | weight = 20.00 | value = 10758 }}
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Mutated Dog Leather | |
Component | |
This skin can be turned into an acid resistant leather armor. | |
Quality range: 34 - 62 | |
Required crafting skills (as percentage of quality):
| |
Weight: 5.00 | |
Value: 75 + 8 * quality |
{{infobox item | itemquality = high | image = Mutated Dog Leather.png | name = Mutated Dog Leather | type = Component | description = This skin can be turned into an acid resistant leather armor. | quality = 34 - 62 | skillsreq = :Tailoring 80% :Chemistry 24% | weight = 5.00 | value = 75 + 8 * quality }}
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Private Quarters Key Card | |
Key | |
Unlocks your private quarters. | |
Cannot be sold. |
{{infobox item | itemquality = normal | image = Private Quarters Key Card.png | name = Private Quarters Key Card | type = Key | description = Unlocks your private quarters. }}