Difference between revisions of "Template:Infobox item"

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(remove component quality example box)
(remove ancient ammo-specific cruft)
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|
 
|
 
{| <!-- start image/name/type table -->
 
{| <!-- start image/name/type table -->
|- <!-- item image column. autolink image if ammo. otherwise, use {{{image}}} if it is set. otherwise, default to misc_icon.png -->
+
|- <!-- item image column. use {{{image}}} if it is set. otherwise, default to misc_icon.png -->
{{#if:{{{caliber|}}}
+
| style="padding-right:10px; width:35px; height:35px; text-align:center; vertical-align:middle;" rowspan="3" title="{{#if:{{{image|}}}|{{{name}}} icon|Default icon}}" {{!}}<!--
  |{{!}} style="padding-right:10px; width:35px; height:35px; text-align:center; vertical-align:middle;" rowspan="3" title="{{{caliber}}} {{{type}}} Round icon" {{!}}<!--
+
-->{{#if:{{{image|}}}|[[File:{{{image}}}]]|[[File:Misc_icon.png]]}}
  -->[[File:Ammo_{{{caliber|5mm}}}{{#switch:{{{type}}}|Standard=|JHP=_jhp|W2C=_w2c|}}.png]]
 
  |{{!}} style="padding-right:10px; width:35px; height:35px; text-align:center; vertical-align:middle;" rowspan="3" title="{{#if:{{{image|}}}|{{{name}}} icon|Default icon}}" {{!}}<!--
 
  -->{{#if:{{{image|}}}|[[File:{{{image}}}]]|[[File:Misc_icon.png]]}}
 
}}
 
  
|- <!-- item name row. automate if ammo. color of item name is quality-dependent -->
+
|- <!-- item name row. color of item name is quality-dependent -->
{{#if:{{{caliber|}}}
+
| style="font-size:127%; color:{{
|{{!}} style="font-size:127%; color:{{#switch:{{{type}}}<!-- if item is ammunition -->
+
#switch: {{{itemquality}}}
| Standard  = white
 
| JHP | W2C = lightgreen
 
| #default  = white
 
}}; font-weight:bold;" title="{{#switch:{{{type}}}
 
| Standard  = Item quality: Normal
 
| JHP | W2C = Item quality: High
 
| #default  = No quality specified
 
}}" {{!}}<!--
 
-->{{{caliber|(caliber)}}} {{{type|(type)}}} Round
 
|{{!}} style="font-size:127%; color:{{#switch:{{{itemquality}}}<!-- if item is not ammunition-->
 
 
  | normal  = white
 
  | normal  = white
 
  | high    = lightgreen
 
  | high    = lightgreen
Line 32: Line 18:
 
  | oddity  = rgb(118,215,222)
 
  | oddity  = rgb(118,215,222)
 
  | #default = white
 
  | #default = white
}}; font-weight:bold;" title="{{#switch:{{{itemquality}}}
+
}}; font-weight:bold;" title="{{
 +
#switch: {{{itemquality}}}
 
  | normal  = Item quality: Normal
 
  | normal  = Item quality: Normal
 
  | high    = Item quality: High
 
  | high    = Item quality: High
Line 40: Line 27:
 
  | oddity  = Oddity item
 
  | oddity  = Oddity item
 
  | #default = No quality specified
 
  | #default = No quality specified
}}" {{!}}<!--
+
}} | {{{name}}}
-->{{{name}}}
 
}}
 
  
|- <!-- item type row. automate if ammo -->
+
|- <!-- item type row -->
| style="color:yellow;" title="Item type" | {{#if:{{{caliber|}}}|Ammo|{{{type}}} }}
+
| style="color:yellow;" title="Item type" | {{{type}}}
 
|} <!-- close image/name/type table -->
 
|} <!-- close image/name/type table -->
  
|- <!-- item description row. automate if ammo. -->
+
|- <!-- item description row. -->
| class="infobox-pb" style="color:gray;" colspan="2" title="Item description" |<!--
+
| class="infobox-pb" style="color:gray;" colspan="2" title="Item description" | {{{description}}}
-->{{#if:{{{caliber|}}}
 
    |{{#switch:{{{type}}}
 
        | Standard = This is a standard {{{caliber|(caliber)}}} round.
 
        | JHP      = This is a {{{caliber|(caliber)}}} jacketed hollow point round.
 
        | W2C      = This armor-piercing cartridge packs a {{{caliber|(caliber)}}} tungsten carbide bullet.
 
        | #default = {{{caliber|(caliber)}}} round, no type specified.
 
      }}
 
    |{{{description}}}
 
  }}
 
  
 
|- <!-- component quality row -->
 
|- <!-- component quality row -->
Line 78: Line 54:
 
|- <!-- weapon impact speed row. its color depends on "impactspeed" value -->
 
|- <!-- weapon impact speed row. its color depends on "impactspeed" value -->
 
{{#if:<noinclude>string</noinclude>{{{impactspeed|}}}
 
{{#if:<noinclude>string</noinclude>{{{impactspeed|}}}
|{{!}} title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{#switch:{{{impactspeed}}}
+
|{{!}} title="Impact speed determines shield penetration" {{!}} Impact speed: <span style="color:{{
 +
#switch: {{{impactspeed}}}
 
  | Very Low  = teal
 
  | Very Low  = teal
 
  | Low      = DarkSlateGray
 
  | Low      = DarkSlateGray
Line 188: Line 165:
 
{{#if:<noinclude>string</noinclude>{{{trapstats|}}}
 
{{#if:<noinclude>string</noinclude>{{{trapstats|}}}
 
|{{!}} class="infobox-pb" title="Trap stats" {{!}} {{{trapstats}}}
 
|{{!}} class="infobox-pb" title="Trap stats" {{!}} {{{trapstats}}}
|}}
 
 
|- <!-- special case: automated capabilities for ammo -->
 
{{#if:{{{caliber|}}}
 
|{{!}} class="infobox-pb" style="color:lime;" title="Item capabilities" {{!}}{{
 
#switch: {{{type}}}
 
| JHP = {{color|orange|- Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets.}}<br>
 
| W2C = {{color|orange|- Ignores 65% of the target's mechanical damage resistance and threshold.}}<br>
 
| #default = }}
 
Use: Reload a weapon with {{{caliber}}} {{{type}}} rounds.<br>(AP: 15)<br><br>
 
Use: Reload the current weapon with {{{caliber}}} {{{type}}} rounds.<br>(AP: 15)<br><br>
 
Use: Loads a single {{{caliber}}} {{{type}}} round into a weapon. Can only be performed out of combat.<br>(AP: 15)<br><br>
 
Use: Loads a single {{{caliber}}} {{{type}}} round into the current weapon. Can only be performed out of combat.<br>(AP: 15)
 
 
|}}
 
|}}
  
Line 237: Line 201:
 
{{#if:<noinclude>string</noinclude>{{{magcap|}}}
 
{{#if:<noinclude>string</noinclude>{{{magcap|}}}
 
|{{!}} class="infobox-pb" title="Magazine ammunition capacity" {{!}} Magazine capacity: {{{magcap}}}
 
|{{!}} class="infobox-pb" title="Magazine ammunition capacity" {{!}} Magazine capacity: {{{magcap}}}
 +
|}}
 +
 +
|- <!-- ammp capabilities row -->
 +
{{#if:<noinclude>string</noinclude>{{{ammouses|}}}
 +
|{{!}} class="infobox-pb" style="color:lime;" title="Ammunition capabilities" {{!}} {{{ammouses}}}
 
|}}
 
|}}
  

Revision as of 07:46, 15 October 2017

Misc icon.png
{{{name}}}
{{{type}}}
{{{description}}}
Quality: {{{quality}}}
Required crafting skills:
{{{skillsreq}}}
Damage: {{{damage}}}
Impact speed: {{{impactspeed}}}
Base action points: {{{ap}}}
Spread angle: {{{spread}}}
Range: {{{range}}}
Precision: {{{precision}}}
Close quarters precision: {{{cqprec.}}}
Move and shoot precision: {{{moveprec.}}}
Burst precision: {{{burstprec.}}}
Extra burst shots: {{{extraburst}}}
Critical chance: {{{critchance}}}
Critical damage bonus: {{{critbonus}}}
Capacity: {{{capacity}}}
Conversion Rate: {{{conversion}}}
Dissipation Rate: {{{dissipation}}}
Shielding:
Very Low: {{{shield-vlow}}}
Low: {{{shield-low}}}
Medium: {{{shield-med}}}
High: {{{shield-high}}}
Very High: {{{shield-vhigh}}}
Resistances:
Mechanical: {{{res-mech}}}
Heat: {{{res-heat}}}
Cold: {{{res-cold}}}
Electricity: {{{res-elec}}}
Acid: {{{res-acid}}}
Energy: {{{res-ener}}}
Bio: {{{res-bio}}}
Minimal strength: {{{minstr}}}
Minimal weapon skill: {{{minskill}}}
{{{trapstats}}}
{{{capabilities}}}
Special abilities:

{{{specials}}}

{{{incurred}}}
Armor penalty: {{{encumbrance}}}
{{{onequip}}}
Ammo type: {{{ammotype}}}
Magazine capacity: {{{magcap}}}
{{{ammouses}}}
Use: Unload all the ammo from the weapon.
(AP: 5)
Energy usage per shot: {{{energy/shot}}}
Energy: {{{energy}}}
Durability: {{{durability}}}
Can be disassembled.
{{{limitations}}} (this is for combat limitations)
Weight: {{{weight}}}
Value: {{{value}}}

{{{description2}}}
{{{component1}}} {{{component2}}} {{{component3}}}
{{{component4}}} {{{component5}}}
{{{optional1}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod1}}} of the occupying item's requirements.
{{{optional2}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod2}}} of the occupying item's requirements.
{{{optional3}}}
Optional.
Using this slot will increase the total skill requirements by {{{diffmod3}}} of the occupying item's requirements.


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?)

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:

  1. copy the following code
  2. fill in the appropriate fields
  3. 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


Blueprint.png
Blueprint: Sniper Rifle
Blueprint
Contain instructions on how to create a sniper rifle.
Use: Download blueprint into your wristpad.
Weight: 0.05
Value: 2000

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.

A number of optional components can also be added to further enhance the weapon.
Frame Barrel Scope
Sniper Rifle Enhancement
Optional.
Using this slot will increase the total skill requirements by 15% of the occupying item's requirements.
Sniper Rifle Enhancement
Optional.
Using this slot will increase the total skill requirements by 15% of the occupying item's requirements.
{{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%
}}


Blueprint.png
Blueprint: Health Hypo
Blueprint
Contains instructions on how to create a health hypo.
Use: Download blueprint into your wristpad.
Weight: 0.05
Value: 800

Health Hypo can be created by mixing healthy animal blood with insectoid saliva and preserving the mixture with anticoagulant.
Blood (x3) Insectoid Saliva
Anticoagulant Syringe (x2)
{{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)
}}


Health Hypo.png
Health Hypo
Medicine
A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use.
Use: Instantly restores 80 health points.
(AP: 10, Cooldown: 6 turns)
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
}}


Steel Crowbar.png
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
Base action points: 18 AP
Range: Melee
Critical chance: 10%
Critical damage bonus: 100%
Damage increased by 3% for every point in strength above 6.

Use: Forces open a ventilation shaft. It won't be able to close afterwards.
(AP: 15)
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
}}


9mm JHP Round.png
9mm JHP Round
Ammo
This is a 9mm jacketed hollow point round.
- Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets.
Use: Reload a weapon with 9mm JHP rounds.
(AP: 15)

Use: Reload the current weapon with 9mm JHP rounds.
(AP: 15)

Use: Loads a single 9mm JHP round into a weapon. Can only be performed out of combat.
(AP: 15)

Use: Loads a single 9mm JHP round into the current weapon. Can only be performed out of combat.
(AP: 15)
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
}}


Steel Armor.png
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.
Resistances:
Mechanical: 51% / 15
Heat: 5
Electricity: 16% / 3
Acid: 5
Energy: 38% / 10
Minimal strength: 8
Armor penalty: 70%
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
}}


Mutated Dog Leather.png
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):
Tailoring 80%
Chemistry 24%
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
}}


Keycard blue.png
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.
}}