Editing Template:Infobox main

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
<includeonly><!--
+
<includeonly>{{#switch: {{lc:{{{set property|}}} }}
 
 
0. TESTING
 
-->{{#switch: {{lc:{{{set property|}}} }}
 
 
  | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}
 
  | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}
 
  | 0 | no | n | f | false = {{#vardefine:setProperty |}}
 
  | 0 | no | n | f | false = {{#vardefine:setProperty |}}
 
  | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}
 
  | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}
}}<!--
+
}}<div class="infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}
 
 
1. HEAD
 
--><div class="infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}
 
 
   | furniture | medicine = c_01
 
   | furniture | medicine = c_01
 
   | structure = c_02
 
   | structure = c_02
Line 15: Line 9:
 
   | weapon = c_06
 
   | weapon = c_06
 
   | animal | food = c_08
 
   | animal | food = c_08
   | fabric = c_09
+
   | fabric = c_09s
 
   | security = c_10
 
   | security = c_10
 
   | area | exotic = c_11
 
   | area | exotic = c_11
Line 23: Line 17:
 
   | drug = c_24
 
   | drug = c_24
 
   | production = c_25
 
   | production = c_25
  | psycast = c_09
 
 
}} }}">
 
}} }}">
 
<p class="heading">{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}</p>
 
<p class="heading">{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}</p>
Line 30: Line 23:
 
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}</p>
 
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}</p>
  
<!-- 2. BASE STATS -->
+
<!-- BASE STATS -->
 
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'>Base Stats</p>
 
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'>Base Stats</p>
 
<dl>
 
<dl>
  
 
<!-- Category -->
 
<!-- Category -->
{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}
 
{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }}
 
 
;Type
 
;Type
:[[{{{type}}}]]{{#if: {{{type2|}}} |&#32;&#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}
+
:[[{{{type}}}]]{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}{{#if: {{{type2|}}} |&#32;&ndash;&#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}}{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }} }}
  
 
{{#if: {{{stuff category|}}} |
 
{{#if: {{{stuff category|}}} |
   {{#if: {{#var:setProperty}} |  
+
   {{#if: {{#var:setProperty}} | {{#set:Stuff Category = {{{stuff category|}}} }} }}
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}
+
;Stuff Category
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}
+
:{{{stuff category|}}}
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}
+
}}
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}
 
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}
 
;Stuff Categories
 
:{{{stuff category|}}} {{#if: {{{color|}}} |
 
  {{#vardefine:Red  | {{#replace:{{#explode:{{{color|}}}|,|0}}|(}} }}
 
  {{#vardefine:Green| {{#explode:{{{color|}}}|,|1}} }}
 
  {{#vardefine:Blue | {{#replace:{{#explode:{{{color|}}}|,|2}}|)}} }}
 
<abbr title="Buildings and items made with this as stuff will have the color RGB: {{{color|}}}"><span><div style="width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;"></div></span></abbr>}} }}
 
  
 
{{#if: {{{tech level|}}} |
 
{{#if: {{{tech level|}}} |
Line 75: Line 58:
 
   {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}
 
;Market Value
 
;Market Value
:{{Market Value | {{Market Value Calculator}} }}&nbsp;{{Icon Small|silver}} <abbr title="This value is automatically calculated by the wiki and may not be correct"><sup>[Note]</sup></abbr> }} }} }} }}
+
:{{Market Value | {{Market Value Calculator}} }}&nbsp;{{Icon Small|silver}} {{Hover title|link=no|This value is automatically calculated by the wiki and may not be correct|<sup>[Note]</sup>}} }} }} }} }}
 
}}
 
}}
 
}}
 
}}
Line 93: Line 76:
 
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |
 
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty uutdoors|}}} }} }}
 
;Beauty
 
;Beauty
 
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|<abbr title="Beauty score when outdoors">({{{beauty outdoors|}}})</abbr> }}
 
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|<abbr title="Beauty score when outdoors">({{{beauty outdoors|}}})</abbr> }}
Line 151: Line 134:
  
 
<!-- Other -->
 
<!-- Other -->
 +
{{#if: {{{edifice|}}}
 +
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}
 +
;Edifice
 +
:{{{edifice|}}}
 +
}}
 +
 
{{#if: {{{rotatable|}}} |
 
{{#if: {{{rotatable|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}
Line 164: Line 153:
  
  
<!-- 3. BUILDING -->
+
<!-- BUILDING -->
 
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} |
 
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 203: Line 192:
 
:{{%| {{{cover|}}} }}
 
:{{%| {{{cover|}}} }}
 
}} }}
 
}} }}
 
 
{{#if: {{{edifice|}}}
 
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}
 
;Edifice
 
:{{{edifice|}}}
 
}}
 
  
 
{{#if: {{{blockswind|}}} |
 
{{#if: {{{blockswind|}}} |
Line 218: Line 200:
  
 
{{#if: {{{terrain affordance|}}} |
 
{{#if: {{{terrain affordance|}}} |
   {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{{terrain affordance|}}} }} }}
 
;Terrain Affordance
 
;Terrain Affordance
 
:{{ucfirst:{{{terrain affordance|}}} }}
 
:{{ucfirst:{{{terrain affordance|}}} }}
Line 266: Line 248:
 
   {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}
 
;<abbr title="The furthest away a tile can be before it falls below 30% light">Light Radius</abbr>
 
;<abbr title="The furthest away a tile can be before it falls below 30% light">Light Radius</abbr>
:{{#expr:{{#var:LightRadius}} round 2}} <!--
+
:{{#expr:{{#var:LightRadius}} round 2}}
Color Square: --><abbr title="RGB: {{{glowcolor|}}}"><span><div style="width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;"></div></span></abbr>
 
 
}}
 
}}
  
Line 371: Line 352:
  
  
<!-- 4. APPAREL -->
+
<!-- APPAREL -->
 
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} |
 
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 473: Line 454:
 
}}
 
}}
  
<!-- 5. PAWN STATS -->
+
<!-- All pawns (animals, humanoids, mechanoids) -->
 
<!-- Animal Health --->
 
<!-- Animal Health --->
 
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}|
 
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}|
Line 580: Line 561:
  
 
{{#if: {{{diet|}}} |
 
{{#if: {{{diet|}}} |
   {{#if: {{#var:setProperty}} |
+
   {{#if: {{#var:setProperty}} | {{#set:Diet = {{{diet|}}} }} }}
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}
 
        | Diet = {{#explode:{{{diet|}}}|,|1}}
 
        | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}
 
 
;Diet
 
;Diet
 
:{{{diet|}}}
 
:{{{diet|}}}
Line 668: Line 646:
 
{{#if: {{{mateMtb|}}} |
 
{{#if: {{{mateMtb|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}
;<abbr title="How often an awake, non-sterilised male will attempt to mate with a female, on average.">Mate Interval</abbr>
+
;{{Hover title|link=no|How often an awake, non-sterilised male will attempt to mate with a female, on average.|Mate Interval}}
 
:{{{mateMtb|}}} hours
 
:{{{mateMtb|}}} hours
 
}}
 
}}
Line 674: Line 652:
 
{{#if: {{{maturityage|}}} |
 
{{#if: {{{maturityage|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}
;<abbr title="The age at which an animal reaches adulthood.">Maturity Age</abbr>
+
;{{Hover title|link=no|The age at which an animal reaches adulthood.|Maturity Age}}
 
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)
 
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)
 
}}
 
}}
Line 680: Line 658:
 
{{#if: {{{juvenileage|}}} |
 
{{#if: {{{juvenileage|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}
;<abbr title="The age at which an animal becomes a juvenile.">Juvenile Age</abbr>
+
;{{Hover title|link=no|The age at which an animal becomes a juvenile.|Juvenile Age}}
 
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}
 
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}
 
}}
 
}}
Line 706: Line 684:
 
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}
 
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}
  
<!-- 6. PRODUCTION -->
 
 
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |
 
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 812: Line 789:
  
  
<!-- 7. INGESTION -->
+
<!-- Ingestion -->
 
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|
 
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 821: Line 798:
 
{{#if: {{{nutrition|}}} |
 
{{#if: {{{nutrition|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}
;<abbr title="Nutrition gained when this item or object is eaten">Nutrition</abbr>
+
;{{Hover title| link=no | Nutrition gained when this item or object is eaten | Nutrition }}
 
:{{{nutrition}}}
 
:{{{nutrition}}}
 
}}
 
}}
Line 863: Line 840:
 
{{#if: {{{max num to ingest at once|}}} |
 
{{#if: {{{max num to ingest at once|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}
;<abbr title="Maximum Number To Ingest At Once">Maximum To Ingest</abbr>
+
;{{Hover title| link=no | Maximum Number To Ingest At Once | Maximum To Ingest}}
 
:{{{max num to ingest at once|}}}
 
:{{{max num to ingest at once|}}}
 
}}
 
}}
Line 874: Line 851:
  
  
<!-- 8. STAT MODIFIERS (for Materials) -->
+
<!-- Materials -->
 
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|
 
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 984: Line 961:
  
  
<!-- 9. MEDICAL -->
+
<!-- Medicine -->
 
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |
 
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 1,004: Line 981:
  
  
<!-- 10. PLANT STATS -->
+
<!--Plants-->
 
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|
 
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 1,016: Line 993:
 
   {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}
 
;Time to grow
 
;Time to grow
:{{{grow days|}}} days <abbr title="Actual days to grow, taking into account rest time">({{#var:realGrowDays}} days)</abbr>
+
:{{{grow days|}}} days {{Hover title|link=no|Actual days to grow, taking into account rest time|({{#var:realGrowDays}} days)}}
 
}}
 
}}
  
Line 1,042: Line 1,019:
 
   {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}
;<abbr title="Assumes 1x multipliers from difficulty, pawn stats, and other sources.">Base Harvest Yield</abbr>
+
;{{Hover title|link=no|Assumes 1x multipliers from difficulty, pawn stats, and other sources.|Base Harvest Yield}}
 
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}
 
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}
 
}}  
 
}}  
Line 1,057: Line 1,034:
 
{{#if: {{{min sowing skill|}}} |
 
{{#if: {{{min sowing skill|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}
;<abbr title="Minimum skill required to sow the plant">Min Skill</abbr>
+
;{{Hover title|link=no|Minimum skill required to sow the plant|Min Skill}}
 
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]
 
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]
 
}}
 
}}
Line 1,086: Line 1,063:
  
  
<!-- WEAPONS -->
+
 
 +
<!-- Weapons -->
 
{{#ifeq: {{{mode|}}} | Melee
 
{{#ifeq: {{{mode|}}} | Melee
 
   | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }}
 
   | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }}
Line 1,094: Line 1,072:
 
     }} }}
 
     }} }}
  
<!-- 11. RANGED COMBAT -->
 
 
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown |}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{accuracyAvg|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |
 
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown |}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{accuracyAvg|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 1,121: Line 1,098:
  
 
{{#if: {{{warmup|}}} |
 
{{#if: {{{warmup|}}} |
;<abbr title="Time it takes to aim the weapon">Warm-Up</abbr>
+
;{{Hover title | link=no | Time it takes to aim the weapon | Warm-Up }}
 
:{{ticks| {{{warmup|}}} }}
 
:{{ticks| {{{warmup|}}} }}
 
}}
 
}}
  
 
{{#if: {{{cooldown |}}} |
 
{{#if: {{{cooldown |}}} |
;<abbr title="Waiting time before you can aim again after firing">Cooldown</abbr>
+
;{{Hover title| link=no | Waiting time before you can aim again after firing | Cooldown }}
 
:{{ticks| {{{cooldown|}}} }}
 
:{{ticks| {{{cooldown|}}} }}
 
}}
 
}}
Line 1,155: Line 1,132:
 
       {{#if: {{{accuracyLong|}}} |
 
       {{#if: {{{accuracyLong|}}} |
 
         {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}
 
         {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}
;<abbr title="Touch % - Short % - Medium % - Long %">Accuracy</abbr>
+
;{{Hover title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}
 
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
 
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
 
}} }} }} }}
 
}} }} }} }}
Line 1,161: Line 1,138:
 
{{#if: {{{accuracyAvg|}}} |
 
{{#if: {{{accuracyAvg|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }}
;<abbr title="Average accuracy of the weapon, taking range into account.">Avg. accuracy</abbr>
+
;{{Hover title| link=no | Average accuracy of the weapon, taking range into account. | Avg. accuracy }}
 
:{{{accuracyAvg|}}}%
 
:{{{accuracyAvg|}}}%
 
}}
 
}}
Line 1,179: Line 1,156:
 
{{#if: {{{burstTicks|}}} |
 
{{#if: {{{burstTicks|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}
;<abbr title="Time between shots in a single burst">Burst Ticks</abbr>
+
;{{Hover title| link=no | Time between shots in a single burst | Burst Ticks }}
:{{ticks| {{{burstTicks|}}} }}<br/>({{#expr: 3600 / {{{burstTicks|}}} round2}} <abbr title="Rounds Per Minute">RPM</abbr>)
+
:{{ticks| {{{burstTicks|}}} }}<br/>({{#expr: 3600 / {{{burstTicks|}}} round2}} {{Hover title| link=no | Rounds Per Minute | RPM }})
 
}}
 
}}
  
 
{{#if: {{{missRadius|}}} |
 
{{#if: {{{missRadius|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}
;<abbr title="Missed shots are forced to land within this radius">Miss Radius</abbr>
+
;{{Hover title| link=no | Missed shots are forced to land within this radius | Miss Radius }}
 
:{{{missRadius|}}} tile(s)
 
:{{{missRadius|}}} tile(s)
 
}}
 
}}
Line 1,204: Line 1,181:
 
  {{#vardefine:averageDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2}} }} }} }} }} }}
 
  {{#vardefine:averageDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2}} }} }} }} }} }}
 
           {{#if: {{#var:setProperty}} | {{#set:Average DPS = {{#var:maximumDPS}} }} }}
 
           {{#if: {{#var:setProperty}} | {{#set:Average DPS = {{#var:maximumDPS}} }} }}
;<abbr title="Formatted as: Maximum damage per second (DPS with average accuracy)">DPS</abbr>
+
;{{Hover title| link=yes | Formatted as: Maximum damage per second (DPS with average accuracy) | DPS }}
 
:{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }}
 
:{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }}
 
}}
 
}}
Line 1,210: Line 1,187:
 
{{#if: {{{stoppingPower|}}} |
 
{{#if: {{{stoppingPower|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}
;<abbr title="Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.">Stopping power</abbr>
+
;{{Hover title| link=no | Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes. | Stopping power}}
 
:{{{stoppingPower|}}}
 
:{{{stoppingPower|}}}
 
}}
 
}}
  
  
<!-- 12. MELEE COMBAT -->
+
<!-- Animal and Weapon Melee Combat-->
 
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}    {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}    {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|
 
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}    {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}    {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 1,227: Line 1,204:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{{attack1part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}
Line 1,234: Line 1,211:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}
 
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}
 
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}
:{{ucfirst:{{{attack1part|Body part?}}} }}<!--
+
:{{{attack1part|Body part?}}}<!--
 
--><br/>{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])<!--
 
--><br/>{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])<!--
 
--><br/>{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,245: Line 1,222:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{{attack2part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}
Line 1,252: Line 1,229:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}
 
;Attack 2
 
;Attack 2
:{{ucfirst:{{{attack2part|Body part?}}} }}<!--
+
:{{{attack2part|Body part?}}}<!--
 
--><br/>{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])<!--
 
--><br/>{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])<!--
 
--><br/>{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,263: Line 1,240:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{{attack3part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}
Line 1,270: Line 1,247:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}
 
;Attack 3
 
;Attack 3
:{{ucfirst:{{{attack3part|Body part?}}} }}<!--
+
:{{{attack3part|Body part?}}}<!--
 
--><br/>{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])<!--
 
--><br/>{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])<!--
 
--><br/>{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,281: Line 1,258:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{{attack4part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}
Line 1,288: Line 1,265:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}
 
;Attack 4
 
;Attack 4
:{{ucfirst:{{{attack4part|Body part?}}} }}<!--
+
:{{{attack4part|Body part?}}}<!--
 
--><br/>{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])<!--
 
--><br/>{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])<!--
 
--><br/>{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,299: Line 1,276:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{{attack5part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}
Line 1,306: Line 1,283:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}
 
;Attack 5
 
;Attack 5
:{{ucfirst:{{{attack5part|Body part?}}} }}<!--
+
:{{{attack5part|Body part?}}}<!--
 
--><br/>{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])<!--
 
--><br/>{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])<!--
 
--><br/>{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,317: Line 1,294:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{{attack6part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}
Line 1,324: Line 1,301:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}
 
;Attack 6
 
;Attack 6
:{{ucfirst:{{{attack6part|Body part?}}} }}<!--
+
:{{{attack6part|Body part?}}}<!--
 
--><br/>{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])<!--
 
--><br/>{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])<!--
 
--><br/>{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 
--><br/>{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
Line 1,402: Line 1,379:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{{meleeattack1part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}
Line 1,408: Line 1,385:
 
   {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
 
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
 
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}<!--
+
:{{{meleeattack1part|Body part?}}}<!--
 
--><br/>{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])<!--
 
--><br/>{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])<!--
--><br/>{{{meleeattack1ap|0}}}% {{AP}}<!--
 
 
--><br/>{{{meleeattack1cool|0}}} seconds cooldown<!--
 
--><br/>{{{meleeattack1cool|0}}} seconds cooldown<!--
 +
--><br/>{{{meleeattack1ap|0}}}% armor penetration<!--
 
-->{{#if: {{{meleeattack1chancefactor|}}} | <br/>{{{meleeattack1chancefactor|}}} chance factor}} }}
 
-->{{#if: {{{meleeattack1chancefactor|}}} | <br/>{{{meleeattack1chancefactor|}}} chance factor}} }}
  
Line 1,424: Line 1,401:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{{meleeattack2part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}
Line 1,430: Line 1,407:
 
   {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
 
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
 
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}<!--
+
:{{{meleeattack2part|Body part?}}}<!--
 
--><br/>{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])<!--
 
--><br/>{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])<!--
--><br/>{{{meleeattack2ap|0}}}% {{AP}}<!--
 
 
--><br/>{{{meleeattack2cool|0}}} seconds cooldown<!--
 
--><br/>{{{meleeattack2cool|0}}} seconds cooldown<!--
 +
--><br/>{{{meleeattack2ap|0}}}% armor penetration<!--
 
-->{{#if: {{{meleeattack2chancefactor|}}} | <br/>{{{meleeattack2chancefactor|}}} chance factor}} }}
 
-->{{#if: {{{meleeattack2chancefactor|}}} | <br/>{{{meleeattack2chancefactor|}}} chance factor}} }}
  
Line 1,440: Line 1,417:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{{meleeattack3part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}
Line 1,446: Line 1,423:
 
   {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
 
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}<!--
+
:{{{meleeattack3part|Body part?}}}<!--
 
--><br/>{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])<!--
 
--><br/>{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])<!--
--><br/>{{{meleeattack3ap|0}}}% {{AP}}<!--
 
 
--><br/>{{{meleeattack3cool|0}}} seconds cooldown<!--
 
--><br/>{{{meleeattack3cool|0}}} seconds cooldown<!--
 +
--><br/>{{{meleeattack3ap|0}}}% armor penetration<!--
 
-->{{#if: {{{meleeattack3chancefactor|}}} | <br/>{{{meleeattack3chancefactor|}}} chance factor}} }}
 
-->{{#if: {{{meleeattack3chancefactor|}}} | <br/>{{{meleeattack3chancefactor|}}} chance factor}} }}
  
Line 1,456: Line 1,433:
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{{meleeattack4part|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}
Line 1,462: Line 1,439:
 
   {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
 
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}<!--
+
:{{{meleeattack4part|Body part?}}}<!--
 
--><br/>{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])<!--
 
--><br/>{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])<!--
--><br/>{{{meleeattack4ap|0}}}% {{AP}}<!--
 
 
--><br/>{{{meleeattack4cool|0}}} seconds cooldown<!--
 
--><br/>{{{meleeattack4cool|0}}} seconds cooldown<!--
 +
--><br/>{{{meleeattack4ap|0}}}% armor penetration<!--
 
-->{{#if: {{{meleeattack4chancefactor|}}} | <br/>{{{meleeattack4chancefactor|}}} chance factor}} }}
 
-->{{#if: {{{meleeattack4chancefactor|}}} | <br/>{{{meleeattack4chancefactor|}}} chance factor}} }}
  
Line 1,500: Line 1,477:
 
  ---------- Line to separate the mess above from the other stuff below ---------- -->
 
  ---------- Line to separate the mess above from the other stuff below ---------- -->
  
<!--- 13. CREATION --->
+
<!--- Creation --->
 
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} |
 
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} |
 
</dl>{{clear}}
 
</dl>{{clear}}
Line 1,516: Line 1,493:
 
}}
 
}}
  
{{#if: {{#vardefineecho:research|{{lc:{{{research|}}} }} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}
+
{{#if: {{{research|}}}| {{#vardefine: research1|{{ucfirst:{{#explode:{{{research|}}}|,|0}} }} }} {{#vardefine: research2|{{ucfirst:{{#explode:{{{research|}}}|,|1}} }} }} {{#vardefine: research3|{{ucfirst:{{#explode:{{{research|}}}|,|2}} }} }} {{#vardefine: research4|{{ucfirst:{{#explode:{{{research|}}}|,|3}} }} }} {{#vardefine: research5|{{ucfirst:{{#explode:{{{research|}}}|,|4}} }} }}
 
{{#if: {{#var:setProperty}} | {{#set:
 
{{#if: {{#var:setProperty}} | {{#set:
  Required Research = {{#var:research1}}
+
Required Research = {{#var:research1}}
| Required Research = {{#var:research2}}
+
|Required Research = {{#var:research2}}
| Required Research = {{#var:research3}}
+
|Required Research = {{#var:research3}}
| Required Research = {{#var:research4}}
+
|Required Research = {{#var:research4}}
| Required Research = {{#var:research5}}
+
|Required Research = {{#var:research5}}
 
}} }}
 
}} }}
 
;Required Research
 
;Required Research
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}<!--
+
:[[Research#{{#var:research1}}|{{#var:research1}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening | {{lc:{{#var:research1}} }} }} | {{Icon Small|Techprint|16}} }}<!--
  
-->{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
+
-->{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening | {{lc:{{#var:research2}} }} }} | {{Icon Small|Techprint|16}} }} }}<!--
  
-->{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
+
-->{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening | {{lc:{{#var:research3}} }} }} | {{Icon Small|Techprint|16}} }} }}<!--
  
-->{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
+
-->{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening | {{lc:{{#var:research4}} }} }} | {{Icon Small|Techprint|16}} }} }}<!--
  
-->{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}
+
-->{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening | {{lc:{{#var:research5}} }} }} | {{Icon Small|Techprint|16}} }} }}
 
}}
 
}}
  
Line 1,553: Line 1,530:
 
:{{ticks| {{{work to make|}}} }}
 
:{{ticks| {{{work to make|}}} }}
 
}} }}
 
}} }}
 
{{#if: {{{work speed stat|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}
 
;Work Speed Stat
 
:[[{{{work speed stat|}}}]]
 
}}
 
  
 
{{#if: {{{gestation cycles|}}} |
 
{{#if: {{{gestation cycles|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}
;<abbr title="The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid">Gestation Cycles</abbr>
+
;{{Hover title|link=no|The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid|Gestation Cycles}}
 
:{{{gestation cycles|}}}
 
:{{{gestation cycles|}}}
 
}}
 
}}
  
 
{{#if: {{{stuff tags|}}} |
 
{{#if: {{{stuff tags|}}} |
   {{#if: {{#var:setProperty}} |  
+
   {{#if: {{#var:setProperty}} | {{#set:Stuff Tags = {{{stuff tags}}} }} }}
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}
+
;{{Hover title|link=no|The types of resource that can be substituted for the generic resource type|Stuff Tags}}
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}
 
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}
 
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}
 
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}
 
;<abbr title="The types of resource that can be substituted for the generic resource type">Stuff Tags</abbr>
 
 
:{{{stuff tags|}}}
 
:{{{stuff tags|}}}
 
}}
 
}}
Line 1,606: Line 1,572:
 
<!---If resource 1 is set to stuff, but theres no stuff tags, make note of it--->
 
<!---If resource 1 is set to stuff, but theres no stuff tags, make note of it--->
 
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |
 
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |
;<abbr title="The types of resource that can be substituted for the generic resource type">Stuff tags</abbr>
+
;{{Hover title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}
 
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span>
 
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span>
 
}}
 
}}
Line 1,614: Line 1,580:
 
{{#if: {{{product amount|}}} |
 
{{#if: {{{product amount|}}} |
 
   {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}
 
   {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}
;<abbr title="The amount of this item produced from the required resources">Product Amount</abbr>
+
;{{Hover title|link=no|The amount of this item produced from the required resources|Product Amount}}
 
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}
 
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}
 
}}
 
}}
  
 
{{#if: {{{deconstruct yield|}}}|
 
{{#if: {{{deconstruct yield|}}}|
;<abbr title="Resources recovered when deconstructing.">Deconstruct yield</abbr>
+
;{{Hover title| link=no | Resources recovered when deconstructing. | Deconstruct yield }}
 
:{{{deconstruct yield|}}}|
 
:{{{deconstruct yield|}}}|
 
<!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 > 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true
 
<!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 > 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true
 
-->{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} > 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} > 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} > 0|
 
-->{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} > 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} > 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} > 0|
;<abbr title="Resources recovered when deconstructing.">Deconstruct yield</abbr>
+
;{{Hover title|link=no|Resources recovered when deconstructing.|Deconstruct yield}}
 
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} <!--
 
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} <!--
 
-->{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
 
-->{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
Line 1,634: Line 1,600:
  
 
{{#if:{{{destroyyield|}}} |
 
{{#if:{{{destroyyield|}}} |
;<abbr title="Resources recovered when destroyed.">Destroy yield</abbr>
+
;{{Hover title| link=no | Resources recovered when destroyed. | Destroy yield }}
 
:{{{destroyyield|}}}<!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.
 
:{{{destroyyield|}}}<!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.
 
-->| {{#ifeq:{{{type|}}}|Building|<!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title
 
-->| {{#ifeq:{{{type|}}}|Building|<!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title
 
-->{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} > 0|
 
-->{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} > 0|
;<abbr title="Resources recovered when destroyed.">Destroy yield</abbr>
+
;{{Hover title|link=no|Resources recovered when destroyed.|Destroy yield}}
 
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|<!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25
 
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|<!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25
 
-->{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} <!--
 
-->{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} <!--
Line 1,653: Line 1,619:
 
-->}}
 
-->}}
  
 
+
<!-- TECHNICAL -->
<!-- 14. ABILITY -->
 
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ability</p>
 
<dl>
 
 
 
{{#if: {{{psylink level|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }}
 
;Psylink Level
 
:{{{psylink level|}}}
 
}}
 
 
 
{{#if: {{{psyfocus cost|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }}
 
;Psyfocus Cost
 
:{{%|{{{psyfocus cost|}}}}}
 
}}
 
 
 
{{#if: {{{neural heat gain|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Neural Heat Gain = {{{neural heat gain|}}} }} }}
 
;Neural Heat Gain
 
:{{{neural heat gain|}}}
 
}}
 
 
 
{{#if: {{{casting time|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Casting Time = {{{casting time|}}} }} }}
 
;Casting Time
 
:{{Ticks|{{{casting time|}}}}}
 
}}
 
 
 
{{#if: {{{ability range|}}} | <!--- Unsure whether to fold this inot normal range - is currently used by weapons, weapon likes and weapon like utilityies -->
 
  {{#if: {{#var:setProperty}} | {{#set:Ability Range = {{{ability range|}}} }} }}
 
;Range
 
:{{{ability range|}}} tiles
 
}}
 
 
 
{{#if: {{{effect radius|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Effect Radius = {{{effect radius|}}} }} }}
 
;Effect Radius
 
:{{{effect radius|}}} tiles
 
}}
 
 
 
{{#if: {{{duration|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Duration = {{{duration|}}} }} {{#set:Duration Multiplier = {{{duration multiplier|}}} }} }}
 
;Duration
 
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|<br><small>(Modified by {{{duration multiplier|}}})</small>}}
 
}}
 
 
 
{{#if: {{{goodwill impact|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Goodwill Impact = {{{goodwill impact|}}} }} }}
 
;Goodwill Impact
 
:{{{goodwill impact|}}}
 
}}
 
 
 
{{#if: {{{caster must be capable of violence|}}} |
 
  {{#if: {{#var:setProperty}} | {{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }} }}
 
;Caster Must Be Capable of Violence
 
:{{ucfirst:{{{caster must be capable of violence|}}}}}
 
}}
 
 
 
}}
 
 
 
<!-- 15. TECHNICAL -->
 
 
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}
 
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}
  
Line 1,781: Line 1,684:
 
:{{{sowTag|}}}
 
:{{{sowTag|}}}
 
}}<!--
 
}}<!--
-->{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:
+
-->{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTags = {{{sowTags|}}} }} }}
sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}
 
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}
 
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}
 
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}
 
}} }}
 
 
;sowTags
 
;sowTags
 
:{{{sowTags|}}}
 
:{{{sowTags|}}}
Line 1,834: Line 1,732:
 
}}<!--
 
}}<!--
 
-->{{#if: {{{tradeTags|}}} |
 
-->{{#if: {{{tradeTags|}}} |
   {{#if: {{#var:setProperty}} |  
+
   {{#if: {{#var:setProperty}} | {{#set:tradeTags = {{{tradeTags|}}} }} }}
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}
 
        | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}}
 
        | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}
 
 
;tradeTags
 
;tradeTags
 
:{{{tradeTags|}}}
 
:{{{tradeTags|}}}
Line 1,888: Line 1,783:
 
}}<!--
 
}}<!--
 
-->{{#if: {{{preferability|}}} |
 
-->{{#if: {{{preferability|}}} |
   {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Preferability = {{{preferability|}}} }} }}
 
; Preferability
 
; Preferability
: {{ucfirst:{{{preferability|}}} }}
+
: {{{preferability|}}}
 
}}<!--
 
}}<!--
 
-->{{#if: {{{food preference|}}} |
 
-->{{#if: {{{food preference|}}} |

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)