Difference between revisions of "Template:Infobox main"
m (Need to do more testing I guess) |
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− | <div class="infobox {{#if:{{{1|}}}|{{#switch:{{{1}}}| | + | <includeonly><!-- |
− | + | ||
− | + | 0. TESTING | |
− | + | -->{{#switch: {{lc:{{{set property|}}} }} | |
− | + | | 1 | yes | y | t | true = {{#vardefine:setProperty | true }} | |
− | + | | 0 | no | n | f | false = {{#vardefine:setProperty |}} | |
− | + | | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }} | |
− | + | }}<!-- | |
− | + | ||
− | + | 1. HEAD | |
− | + | --><div class="infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}} | |
+ | | furniture | medicine = c_01 | ||
+ | | structure = c_02 | ||
+ | | resource = c_03 | ||
+ | | weapon = c_06 | ||
+ | | animal | food = c_08 | ||
+ | | fabric = c_09 | ||
+ | | security = c_10 | ||
+ | | area | exotic = c_11 | ||
+ | | metallic | stony = c_12 | ||
+ | | plant = c_14 | ||
+ | | leathery = c_22 | ||
+ | | drug = c_24 | ||
+ | | production = c_25 | ||
+ | | psycast = c_09 | ||
+ | }} }}"> | ||
+ | <p class="heading">{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}</p> | ||
<div class="wrapper"> | <div class="wrapper"> | ||
− | <div class="image_wrapper" title="{{ | + | <div class="image_wrapper" title="{{#var:Name}}">[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}</div> |
− | <p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{ | + | <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 --> | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'>Base Stats</p> | ||
<dl> | <dl> | ||
+ | |||
+ | <!-- Category --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }} | ||
;Type | ;Type | ||
− | :[[{{{type}}}]]{{#if: {{{type2|}}} |   | + | :[[{{{type}}}]]{{#if: {{{type2|}}} | –  {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }} |
− | {{#if: {{{placeable|}}}| | + | |
+ | {{#if: {{{stuff category|}}} | | ||
+ | {{#if: {{#var:setProperty}} | | ||
+ | {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}} | ||
+ | | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}} | ||
+ | | 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: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }} | ||
+ | ;Tech Level | ||
+ | :[[Tech levels|{{{tech level|}}}]] | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{class|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }} | ||
+ | ;Weapon Class | ||
+ | :[[{{{class|}}} Weapons|{{{class|}}}]] | ||
+ | }} | ||
+ | |||
+ | <!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--> | ||
+ | {{#if: {{{marketvalue|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }} | ||
+ | ;Market Value | ||
+ | :{{Market Value | {{{marketvalue|}}} }} {{Icon Small|silver}} | ||
+ | | {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }} | ||
+ | ;Market Value | ||
+ | :{{Market Value | {{Market Value Calculator}} }} {{Icon Small|silver}} <abbr title="This value is automatically calculated by the wiki and may not be correct"><sup>[Note]</sup></abbr> }} }} }} }} | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{stack limit|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }} | ||
+ | ;Stack Limit | ||
+ | :{{{stack limit|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mass base|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }} | ||
+ | ;Mass | ||
+ | :{{{mass base|}}} kg | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{beauty|}}}{{{beauty outdoors|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }} | ||
+ | ;Beauty | ||
+ | :{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|<abbr title="Beauty score when outdoors">({{{beauty outdoors|}}})</abbr> }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{styledominance|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }} | ||
+ | {{#if: {{{style|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }} | ||
+ | }} | ||
+ | ;Style Dominance | ||
+ | :{{{style|}}} {{{styledominance|}}} | ||
+ | }} | ||
+ | |||
+ | <!-- Durability --> | ||
+ | {{#if: {{{hp|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Base = {{{hp|}}} }} }} | ||
+ | ;HP | ||
+ | :{{{hp|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{deterioration|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Deterioration Rate Base = {{{deterioration|}}} }} }} | ||
+ | ;Deterioration Rate | ||
+ | :{{{deterioration|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{flammability|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Flammability Base = {{{flammability|}}} }} }} | ||
+ | ;Flammability | ||
+ | :{{%| {{{flammability|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{days to rot|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Days To Start Rot Base = {{{days to rot|}}} }} }} | ||
+ | ;Days To Start Rot | ||
+ | :{{{days to rot|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{min safe temperature|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Min Safe Temperature = {{{min safe temperature|}}} }} }} | ||
+ | ;Min Safe Temperature | ||
+ | :{{Temperature| {{{min safe temperature|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{max safe temperature|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Safe Temperature = {{{max safe temperature|}}} }} }} | ||
+ | ;Max Safe Temperature | ||
+ | :{{Temperature| {{{max safe temperature|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{spoiling rate per degree per tick|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }} }} | ||
+ | ;<abbr title="per °C outside the safe temperature per tick">Spoiling Rate</abbr> | ||
+ | :{{%| {{{spoiling rate per degree per tick|}}} }} | ||
+ | }} | ||
+ | |||
+ | <!-- Other --> | ||
+ | {{#if: {{{rotatable|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }} | ||
+ | ;Rotatable | ||
+ | :{{ucfirst:{{{rotatable|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{path cost|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }} | ||
+ | ;Path Cost | ||
+ | :{{{path cost|}}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 3. 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|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Building</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{size|}}} | {{#vardefine: size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×| × }}|*| × }}|x| × }}|ˣ| × }}|+| +}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Size = {{#var:size}} }} }} | ||
+ | ;Size | ||
+ | :{{#var:size}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{minifiable|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Minifiable = {{{minifiable|}}} }} }} | ||
+ | ;Minifiable | ||
+ | :{{ucfirst:{{{minifiable|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{placeable|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Placeable = {{{placeable|}}} }} }} | ||
;Placeable | ;Placeable | ||
− | :{{{placeable|}}}}} | + | :{{ucfirst:{{{placeable|}}} }} |
− | {{#if: {{{ | + | }} |
− | + | ||
− | :{{ | + | {{#if: {{{passability|}}} | |
− | {{#if: {{{ | + | {{#if: {{#var:setProperty}} | {{#set:Passability = {{{passability|}}} }} }} |
− | + | ;Passability | |
− | :{{{ | + | :{{{passability|}}} |
− | {{#if: {{ | + | }} |
− | + | ||
− | + | {{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} > 0.75 | | |
− | {{#if: {{ | + | {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }} |
− | ; | + | ;Cover Effectiveness |
− | :{{{ | + | :75% |
− | {{#if: {{{ | + | | {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }} |
− | + | ;Cover Effectiveness | |
− | :{{ | + | :{{%| {{{cover|}}} }} |
− | {{# | + | }} }} |
− | ; | + | |
− | :{{{ | + | |
− | {{#if: {{{ | + | {{#if: {{{edifice|}}} |
− | + | | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }} | |
− | :{{{ | + | ;Edifice |
− | {{ | + | :{{{edifice|}}} |
+ | }} | ||
+ | |||
+ | {{#if: {{{blockswind|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Blocks Wind = {{{blockswind|}}} }} }} | ||
+ | ;Blocks Wind | ||
+ | :{{ucfirst:{{{blockswind|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{terrain affordance|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }} | ||
+ | ;Terrain Affordance | ||
+ | :{{ucfirst:{{{terrain affordance|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{power|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Power Consumption = {{{power|}}} }} }} | ||
+ | ;Power | ||
+ | :{{{power|}}} W | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{cleanliness|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Cleanliness = {{{cleanliness|}}} }} }} | ||
+ | ;Cleanliness | ||
+ | :{{{cleanliness|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{cleaning time factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }} }} | ||
+ | ;Cleaning Time Multiplier | ||
+ | :{{%| {{{cleaning time factor|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{filth multiplier|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Filth Multiplier = {{{filth multiplier|}}} }} }} | ||
+ | ;Filth Multiplier | ||
+ | :{{%| {{{filth multiplier|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{facility|}}} | | ||
+ | {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }} | ||
+ | {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }} | ||
+ | {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }} | ||
+ | {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }} | ||
+ | {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} }} }} | ||
+ | ;Facility | ||
+ | :[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}} | ||
+ | }} | ||
+ | |||
+ | <!-- Building - Furniture --> | ||
+ | {{#if: {{{glowcolor|}}} | | ||
+ | {{#vardefine:Red | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }} | ||
+ | {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }} | ||
+ | {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }} | ||
+ | {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }} | ||
+ | {{#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> | ||
+ | :{{#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> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{heatpersecond|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Heat Per Second = {{{heatpersecond|}}} }} }} | ||
+ | ;Heat Per Second | ||
+ | :{{{heatpersecond|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{maxheattemperature|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Heat Temperature = {{{maxheattemperature|}}} }} }} | ||
+ | ;Stops Heating At | ||
+ | :{{Temperature| {{{maxheattemperature}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mincooltemperature|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Min Cool Temperature = {{{mincooltemperature|}}} }} }} | ||
+ | ;Stops Cooling At | ||
+ | :{{Temperature| {{{mincooltemperature}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{surgery success chance factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }} }} | ||
+ | ;Surgery Success Chance Factor | ||
+ | :{{{surgery success chance factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{immunity gain speed factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }} }} | ||
+ | ;Immunity Gain Speed Factor | ||
+ | :{{{immunity gain speed factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{rest effectiveness|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness = {{{rest effectiveness|}}} }} }} | ||
+ | ;Rest Effectiveness | ||
+ | :{{{rest effectiveness|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{comfort|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Comfort Base = {{{comfort|}}} }} }} | ||
+ | ;Comfort | ||
+ | :{{{comfort|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{comfort offset|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Comfort Offset = {{{comfort offset|}}} }} }} | ||
+ | ;Comfort Offset | ||
+ | :{{{comfort offset|}}} | ||
+ | }} | ||
+ | |||
+ | <!-- Building - Recreation --> | ||
+ | {{#if: {{{recreation power|}}} {{{recreation type|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }} | ||
+ | ;Recreation | ||
+ | :{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}} | ||
+ | }} | ||
+ | |||
+ | <!-- Building - Production --> | ||
+ | {{#if: {{{work speed factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work Speed Factor = {{{work speed factor|}}} }} }} | ||
+ | ;Work Speed Factor | ||
+ | :{{%| {{{work speed factor|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{work efficiency factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }} }} | ||
+ | ;Work Efficiency Factor | ||
+ | :{{%| {{{work efficiency factor|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{unpowered work speed factor|}}} | <!-- work speed at an unpowered workstation --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }} }} | ||
+ | ;Unpowered Work Speed Factor | ||
+ | :{{%| {{{unpowered work speed factor|}}} }} | ||
+ | }} | ||
+ | |||
+ | <!-- Building - Misc --> | ||
+ | {{#if: {{{work speed offset|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }} | ||
+ | ;Work Speed Offset | ||
+ | :{{{work speed offset|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{max simultaneous facilities|}}} | <!-- how many of these facilities a work table can be connected to --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }} | ||
+ | ;Max Simultaneous Facilities | ||
+ | :{{{max simultaneous facilities|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{efficiency|}}} | <!-- efficiency of a battery --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }} | ||
+ | ;Efficiency | ||
+ | :{{%| {{{efficiency|}}} }} | ||
+ | }} | ||
+ | |||
+ | <!-- Building - Floors --> | ||
+ | {{#if: {{{speed|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }} | ||
+ | ;Move Speed Factor | ||
+ | :{{%| {{{speed|}}} }} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 4. APPAREL --> | ||
+ | {{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Apparel</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulationcold|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Base= {{{insulationcold|}}} }} }} | ||
+ | ;Insulation - Cold | ||
+ | :{{Temperature| {{{insulationcold|}}} || delta}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulationheat|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Base= {{{insulationheat|}}} }} }} | ||
+ | ;Insulation - Heat | ||
+ | :{{Temperature| {{{insulationheat|}}} || delta}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulationcoldfactor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }} }} | ||
+ | ;<abbr title="See Apparel for how this is applied">Insulation Factor - Cold</abbr> | ||
+ | :{{{insulationcoldfactor|}}}× | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulationheatfactor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }} }} | ||
+ | ;<abbr title="See Apparel for how this is applied">Insulation Factor - Heat</abbr> | ||
+ | :{{{insulationheatfactor|}}}× | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorsharp|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp = {{{armorsharp|}}} }} }} | ||
+ | ;Armor - Sharp | ||
+ | :{{{armorsharp|}}}% | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorblunt|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt= {{{armorblunt|}}} }} }} | ||
+ | ;Armor - Blunt | ||
+ | :{{{armorblunt|}}}% | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorheat|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Heat = {{{armorheat|}}} }} }} | ||
+ | ;Armor - Heat | ||
+ | :{{{armorheat|}}}% | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorsharpfactor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }} }} | ||
+ | ;Armor Factor - Sharp | ||
+ | :{{{armorsharpfactor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorbluntfactor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }} }} | ||
+ | ;Armor Factor - Blunt | ||
+ | :{{{armorbluntfactor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armorheatfactor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }} }} | ||
+ | ;Armor Factor - Heat | ||
+ | :{{{armorheatfactor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{painshockthreshold|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }} | ||
+ | ;Pain Shock Threshold | ||
+ | :{{{painshockthreshold|}}}% | ||
+ | }} | ||
+ | |||
+ | {{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }} | ||
+ | | 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }} | ||
+ | ;Clothing For Nudity | ||
+ | :True | ||
+ | | 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }} | ||
+ | ;Clothing For Nudity | ||
+ | :False | ||
+ | | #default = | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{lifestage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }} | ||
+ | ;Lifestage | ||
+ | :{{{lifestage|}}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | {{#if: {{{coverage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }} | ||
+ | ;Coverage | ||
+ | :{{{coverage|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{layer|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }} | ||
+ | ;Layer | ||
+ | :{{{layer|}}} | ||
+ | }} | ||
+ | |||
+ | <!-- 5. PAWN STATS --> | ||
+ | <!-- Animal Health ---> | ||
+ | {{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}| | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Pawn Stats</p> | ||
+ | <dl> | ||
+ | |||
+ | {{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }} | ||
+ | |||
+ | {{#if: {{{combatPower|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }} | ||
+ | ;Combat Power | ||
+ | :{{{combatPower}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{bandwidth|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Bandwidth = {{{bandwidth|}}} }} }} | ||
+ | ;Bandwidth | ||
+ | :{{{bandwidth|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{movespeed|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }} | ||
+ | ;Move Speed | ||
+ | :{{{movespeed|}}} {{CS}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{healthscale|}}} | <!-- please add a short explanation of this property here --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }} | ||
+ | ;Health Scale | ||
+ | :{{{healthscale|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{bodysize|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }} }} | ||
+ | ;Body Size | ||
+ | :{{{bodysize|}}} | ||
+ | |||
+ | {{#ifeq: {{{type|}}} | Mechanoid | | ||
+ | {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }} | ||
+ | ;Mass | ||
+ | :{{#var:MassAdult}} kg | ||
+ | |||
+ | |||
+ | {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }} | ||
+ | ;Pack Capacity | ||
+ | :{{#var:PackCapacity}} kg | ||
+ | |||
+ | | | ||
+ | <!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 --> | ||
+ | {{#vardefine:BabyScale | {{{babyscale|0.2}}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} }} | ||
+ | |||
+ | <!-- Mass is 60*bodysize, with no exceptions --> | ||
+ | {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mass - Young = {{#var:MassYoung}} }} }} | ||
+ | ;Mass - Baby | ||
+ | :{{#var:MassYoung}} kg | ||
+ | |||
+ | {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }} | ||
+ | ;Mass - Juvenile | ||
+ | :{{#var:MassJuvenile}} kg | ||
+ | |||
+ | {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }} | ||
+ | ;Mass - Adult | ||
+ | :{{#var:MassAdult}} kg | ||
+ | |||
+ | {{#ifeq: {{lc:{{{packanimal|}}} }} | true | | ||
+ | {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }} | ||
+ | ;Pack Capacity | ||
+ | :{{#var:PackCapacity}} kg | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }} | ||
+ | ;Carrying Capacity | ||
+ | :{{#var:CarryingCapacity}} kg | ||
+ | }} | ||
+ | |||
+ | |||
+ | }} | ||
+ | |||
+ | {{#if: {{{ridingspeed|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Riding Speed = {{{ridingspeed|}}} }} }} | ||
+ | ;<abbr title="Multiplier to the caravan's movement speed.">Riding Speed</abbr> | ||
+ | :{{{ridingspeed|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | <!-- Filth rate seems to default to 1 in game if it's not set in the xml. --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Animal Filth Rate = {{#var:FilthRate}} }} }} | ||
+ | ;<abbr title="The average amount of filth produced on constructed floors per 1000 cells walked by this creature.">Filth Rate</abbr> | ||
+ | :{{#var:FilthRate}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{hungerrate|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }} | ||
+ | ;<abbr title="Nutrition lost per day.">Hunger Rate</abbr> | ||
+ | :{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{diet|}}} | | ||
+ | {{#if: {{#var:setProperty}} | | ||
+ | {{#set:Diet = {{#explode:{{{diet|}}}|,|0}} | ||
+ | | Diet = {{#explode:{{{diet|}}}|,|1}} | ||
+ | | Diet = {{#explode:{{{diet|}}}|,|2}} }} }} | ||
+ | ;Diet | ||
+ | :{{{diet|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{lifespan|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Life Expectancy = {{{lifespan|}}} }} }} | ||
+ | ;Life Expectancy | ||
+ | :{{{lifespan|}}} years | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{manhunter|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }} }} | ||
+ | ;<abbr title="Chance of this animal turning manhunter when attacked.">Manhunter Chance</abbr> | ||
+ | :{{%| {{{manhunter|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{manhuntertame|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }} }} | ||
+ | ;<abbr title="Chance of this animal turning manhunter on a failed taming attempt.">Manhunter Chance (Taming)</abbr> | ||
+ | :{{%| {{{manhuntertame|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{trainable|}}} | | ||
+ | {{#if: {{#var:setProperty}} | | ||
+ | {{#set:Trainable Intelligence = {{{trainable|}}} }} | ||
+ | {{#switch: {{lc: {{{trainable|}}} }} | ||
+ | | none = {{#set:Can Train Guard = no | Can Train Attack = no | Can Train Rescue = no | Can Train Haul = no }} | ||
+ | | hauling only = {{#set:Can Train Guard = no | Can Train Attack = no | Can Train Rescue = no | Can Train Haul = yes }} | ||
+ | | simple = {{#set:Can Train Guard = yes | Can Train Attack = no | Can Train Rescue = no | Can Train Haul = no }} | ||
+ | | intermediate = {{#set:Can Train Guard = yes | Can Train Attack = yes | Can Train Rescue = no | Can Train Haul = no }} | ||
+ | | advanced = {{#set:Can Train Guard = yes | Can Train Attack = yes | ||
+ | | Can Train Rescue = {{#ifexpr: {{{bodysize|}}} < 0.65| no | yes}} | ||
+ | | Can Train Haul = {{#ifexpr: {{{bodysize|}}} < 0.4 | no | yes}} | ||
+ | }} }} }} | ||
+ | ;Trainable Intelligence | ||
+ | :{{ucfirst:{{{trainable|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{wildness|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Wildness = {{{wildness|}}} }} }} | ||
+ | ;<abbr title="Wilder creatures are naturally more difficult to tame, train, and handle.">Wildness</abbr> | ||
+ | :{{%| {{{wildness|}}} | 0 }} | ||
+ | |||
+ | {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr: | ||
+ | {{#ifexpr: {{{wildness|}}} < 0.2 | 0 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.45 | 1 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.55 | 4 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.75 | 5 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.8 | 7 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.9 | 8 | ||
+ | | {{#ifexpr: {{{wildness|}}} < 0.97 | 9 | ||
+ | | 10 | ||
+ | }} }} }} }} }} }} }} <!-- Is this really the exact formula? [[Animals#Minimum_skill]] says otherwise, but that formula must be wrong as well --> | ||
+ | {{#ifeq: {{#var:Name}} | Human | + 7 }} | ||
+ | }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }} }} | ||
+ | {{#ifeq: {{#var:MinHandlingSkill}}|0|| | ||
+ | ;<abbr title="This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.">Minimum Handling Skill</abbr> | ||
+ | :{{#var:MinHandlingSkill}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{petness|}}} | {{#if: {{#var:setProperty}} | {{#set:Petness = {{{petness|}}} }} }} }} | ||
+ | |||
+ | {{#ifeq: {{{predator|}}} | true | {{#if: {{#var:setProperty}} | {{#set:Is Predator = true}} }}|}} | ||
+ | |||
+ | {{#if: {{{roamMtb|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Roam Mtb Days = {{{roamMtb|}}} }} }} | ||
+ | ;<abbr title="How often an animal will attempt to roam away if not in a pen.">Roam Interval</abbr> | ||
+ | :{{{roamMtb|}}} days | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{nuzzleMtb|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }} | ||
+ | ;<abbr title="How often an animal will nuzzle friendly colonists, on average.">Nuzzle Interval</abbr> | ||
+ | {{#ifexpr: {{{nuzzleMtb|}}} <= 24 | ||
+ | |{{#switch: {{{nuzzleMtb|}}} | ||
+ | |24 = :1 day | ||
+ | |1 = :1 hour | ||
+ | |#default = :{{{nuzzleMtb|}}} hours}} | ||
+ | |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}} days}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{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> | ||
+ | :{{{mateMtb|}}} hours | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{maturityage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }} | ||
+ | ;<abbr title="The age at which an animal reaches adulthood.">Maturity Age</abbr> | ||
+ | :{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days) | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{juvenileage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }} | ||
+ | ;<abbr title="The age at which an animal becomes a juvenile.">Juvenile Age</abbr> | ||
+ | :{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }} | ||
+ | }} | ||
+ | |||
+ | |||
+ | {{#if: {{{min comfortable temperature|}}} | | ||
+ | {{#if: {{{max comfortable temperature|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }} }} | ||
+ | ;Comfortable Temp Range | ||
+ | :{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }} | ||
+ | }} }} | ||
+ | |||
+ | {{#if: {{{livesin_temperateforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Forest = true }} }} }} | ||
+ | {{#if: {{{livesin_temperateswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Swamp = true }} }} }} | ||
+ | {{#if: {{{livesin_tropicalrainforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Rainforest = true }} }} }} | ||
+ | {{#if: {{{livesin_tropicalswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Swamp = true }} }} }} | ||
+ | {{#if: {{{livesin_aridshrubland|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Arid Shrubland = true }} }} }} | ||
+ | {{#if: {{{livesin_desert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Desert = true }} }} }} | ||
+ | {{#if: {{{livesin_extremedesert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Extreme Desert = true }} }} }} | ||
+ | {{#if: {{{livesin_borealforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Boreal Forest = true }} }} }} | ||
+ | {{#if: {{{livesin_coldbog|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Cold Bog = true }} }} }} | ||
+ | {{#if: {{{livesin_tundra|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tundra = true }} }} }} | ||
+ | {{#if: {{{livesin_icesheet|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Ice Sheet = 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|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Production</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#ifeq:{{#expr:{{#ifeq:{{{type|}}}|Animals|1|0}} or {{#ifeq:{{{type|}}}|Animal|1|0}} }}|1| | ||
+ | {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }} | ||
+ | {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }} | ||
+ | {{#if: {{{is exotic species|}}} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = true}} }} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = false }} }} }}| | ||
+ | }} | ||
+ | |||
+ | {{#if: {{#var:LeatherName }} | {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} }} }} | ||
+ | |||
+ | {{#if: {{{bodysize|}}} | | ||
+ | <!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --> | ||
+ | <!-- See Property:Meat_Yield for details --> | ||
+ | {{#if:{{#var:MeatName}} | | ||
+ | {{#vardefine: MeatYield | {{{meatyield | {{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Meat Yield = {{#var:MeatYield}} }} }} | ||
+ | ;Meat Yield | ||
+ | :{{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]] | ||
+ | }} | ||
+ | |||
+ | <!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--> | ||
+ | <!-- See Property:Leather_Yield for details --> | ||
+ | {{#if: {{#var:LeatherName}} | ||
+ | | {{#ifeq: {{#vardefineecho:LeatherYield | {{{leatheryield | {{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }}} }} | ||
+ | | 0 | | ||
+ | | {{#if: {{#var:setProperty}} | {{#set:Leather Yield = {{#var:LeatherYield}} }} }} | ||
+ | ;Leather Yield | ||
+ | :{{#var:LeatherYield}} [[{{#var:LeatherName}}|{{lc:{{#var:LeatherName}} }}]] | ||
+ | }} }} }} | ||
+ | |||
+ | {{#if: {{{milk|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Milk Amount = {{{milk|}}} }} }} | ||
+ | {{#vardefine: MilkName | {{{milkname| Milk}}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Milk Name = {{#var:MilkName}} }} }} | ||
+ | ;Milk Amount | ||
+ | :{{{milk|}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]] | ||
+ | }} | ||
+ | |||
+ | |||
+ | {{#if: {{{milktime|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Milking Interval Days = {{{milktime|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }} }} | ||
+ | ;Milking Interval | ||
+ | :{{{milktime|}}} days | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{wool|}}}| | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Wool Amount = {{{wool|}}} }} }} | ||
+ | {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Wool Name = {{#var:WoolName}} }} }} | ||
+ | ;Wool Amount | ||
+ | :{{{wool|}}} [[{{#var:WoolName}}|{{lc:{{#var:WoolName}} }}]] | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{sheartime|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Shearing Interval Days = {{{sheartime|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }} }} | ||
+ | ;Shearing Interval | ||
+ | :{{{sheartime|}}} days | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{eggsmin|}}} | | ||
+ | {{#if: {{{eggsmax|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }} | ||
+ | ;Eggs Per Clutch | ||
+ | :{{{eggsmin|}}} to {{{eggsmax|}}} | ||
+ | }} }} | ||
+ | |||
+ | {{#if: {{{eggtime|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }} | ||
+ | ;Egg Laying Interval | ||
+ | :{{{eggtime|}}} days | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{eggs_avg|}}} | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }} }} }} | ||
+ | |||
+ | {{#if: {{{eggs_unfertilized|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }} }} | ||
+ | ;Can Lay Unfertilized Eggs | ||
+ | :{{{eggs_unfertilized|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{gestation|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Gestation Period Days = {{{gestation|}}} }} }} | ||
+ | ;Gestation Period | ||
+ | {{#switch: {{{gestation|}}} | ||
+ | | N/A = :N/A | ||
+ | | 1 = :{{{gestation|}}} day | ||
+ | | #default = :{{{gestation|}}} days | ||
+ | }} }} | ||
+ | |||
+ | {{#if: {{{offspring|}}} {{{avg offspring|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Offspring Per Birth = {{{offspring|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Average Offspring Per Birth = {{{avg offspring|}}} }} }} | ||
+ | ;Offspring Per Birth | ||
+ | :{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 7. INGESTION --> | ||
+ | {{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}| | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ingestion</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{nutrition|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }} | ||
+ | ;<abbr title="Nutrition gained when this item or object is eaten">Nutrition</abbr> | ||
+ | :{{{nutrition}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{taste|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Taste = {{ucfirst: {{{taste|}}} }} }} }} | ||
+ | ;Taste | ||
+ | :{{ucfirst: {{{taste|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{ingested direct thought|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }} }} | ||
+ | ;Ingested Direct Thought | ||
+ | :{{{ingested direct thought|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{joy offset|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Joy Offset = {{{joy offset|}}} }} }} | ||
+ | ;Recreation Offset | ||
+ | :{{%|{{{joy offset|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{joy kind|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Joy Kind = {{{joy kind|}}} }} }} | ||
+ | ;Recreation Kind | ||
+ | :{{{joy kind|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{addictiveness|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Addictiveness = {{{addictiveness|}}} }} }} | ||
+ | ;Addictiveness | ||
+ | :{{%| {{{addictiveness|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{food poison chance|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Food Poison Chance Base = {{{food poison chance|}}} }} }} | ||
+ | ;Food Poison Chance | ||
+ | :{{%| {{{food poison chance|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{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> | ||
+ | :{{{max num to ingest at once|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{ingestion time|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Ingestion Time= {{{ingestion time|}}} }} }} | ||
+ | ;Ingestion Time | ||
+ | :{{ticks| {{{ingestion time|}}} }} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 8. STAT MODIFIERS (for 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|}}}| | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Stat Modifiers</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{beauty factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Beauty Factor = {{{beauty factor|}}} }} }} | ||
+ | ;Beauty Factor | ||
+ | :×{{{beauty factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{beauty offset|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Beauty Offset = {{{beauty offset|}}} }} }} | ||
+ | ;Beauty Offset | ||
+ | :+{{{beauty offset|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{work to make factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work To Make Factor = {{{work to make factor|}}} }} }} | ||
+ | ;Work To Make Factor | ||
+ | :×{{{work to make factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{work to build factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work To Build Factor = {{{work to build factor|}}} }} }} | ||
+ | ;Work To Build Factor | ||
+ | :×{{{work to build factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{work to build offset|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work To Build Offset = {{{work to build offset|}}} }} }} | ||
+ | ;Work To Build Offset | ||
+ | :+{{ticks| {{{work to build offset|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{max hit points factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Factor = {{{max hit points factor|}}} }} }} | ||
+ | ;Max Hit Points | ||
+ | :×{{{max hit points factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{flammability factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Flammability Factor = {{{flammability factor|}}} }} }} | ||
+ | ;Flammability | ||
+ | :×{{{flammability factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armor - sharp factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }} }} | ||
+ | ;Armor - Sharp | ||
+ | :×{{{armor - sharp factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armor - blunt factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }} }} | ||
+ | ;Armor - Blunt | ||
+ | :×{{{armor - blunt factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{armor - heat factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Armor - Heat Factor = {{{armor - heat factor|}}} }} }} | ||
+ | ;Armor - Heat | ||
+ | :×{{{armor - heat factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulation - cold factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} }} | ||
+ | ;Insulation - Cold | ||
+ | :+{{Temperature| {{{insulation - cold factor|}}} || delta }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{insulation - heat factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }} | ||
+ | ;Insulation - Heat | ||
+ | :+{{Temperature| {{{insulation - heat factor|}}} || delta }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{melee blunt damage factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }} }} | ||
+ | ;Melee Blunt Damage | ||
+ | :×{{{melee blunt damage factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{melee sharp damage factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }} }} | ||
+ | ;Melee Sharp Damage | ||
+ | :×{{{melee sharp damage factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{melee cooldown factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }} }} | ||
+ | ;Melee Cooldown | ||
+ | :×{{{melee cooldown factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{door opening speed factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }} }} | ||
+ | ;Door Opening Speed | ||
+ | :×{{{door opening speed factor|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{rest effectiveness factor|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }} }} | ||
+ | ;Rest Effectiveness | ||
+ | :×{{{rest effectiveness factor|}}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 9. MEDICAL --> | ||
+ | {{#if: {{{medical potency base|}}} {{{medical quality max|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Medical</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{medical potency base|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} }} | ||
+ | ;Medical Potency | ||
+ | :{{%| {{{medical potency base|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{medical quality max|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Medical Quality Max = {{{medical quality max|}}} }} }} | ||
+ | ;Max medical tend quality | ||
+ | :{{%| {{{medical quality max|}}} }} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 10. PLANT STATS --> | ||
+ | {{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}| | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Plant Stats</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{grow days|}}} | | ||
+ | {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} }} | ||
+ | {{#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> |
− | {{#if: {{{yield|}}}| | + | }} |
− | ; | + | |
− | :{{{yield|}}} [[ | + | {{#if: {{{lifespanDaysPerGrowDays|}}} | |
− | {{#if: {{{ | + | {{#if: {{{grow days|}}} | |
− | ; | + | {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }} |
− | :{{{ | + | ;Lifespan |
− | {{#if: {{{ | + | :{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite | {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}} |
− | ; | + | }} }} |
− | :{{{ | + | |
− | {{#if: {{{ | + | {{#if: {{{sow work|}}} | |
− | ; | + | {{#if: {{#var:setProperty}} | {{#set:Sow Work = {{{sow work|}}} }} }} |
− | : | + | ;Work to Sow |
− | {{#if: {{{mode|}}}| | + | :{{ticks| {{{sow work|}}} }} |
+ | }} | ||
+ | |||
+ | {{#if: {{{harvest work|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Work = {{{harvest work|}}} }} }} | ||
+ | ;Work to Harvest | ||
+ | :{{ticks| {{{harvest work|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{product|}}} | | ||
+ | {{#if: {{{yield|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }} | ||
+ | ;<abbr title="Assumes 1x multipliers from difficulty, pawn stats, and other sources.">Base Harvest Yield</abbr> | ||
+ | :{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{yield|}}} | | ||
+ | {{#if: {{{sow work|}}} | | ||
+ | {{#if: {{{harvest work|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }} }} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{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> | ||
+ | :{{{min sowing skill|}}} [[Skills#Plants|Plants]] | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{min fertility|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Fertility Min = {{{min fertility|}}} }} }} | ||
+ | ;Min Fertility | ||
+ | :{{%| {{{min fertility|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{fertility sensitivity|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} }} | ||
+ | ;Fertility Sensitivity | ||
+ | :{{%| {{{fertility sensitivity|}}} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{fertility sensitivity|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Min Grow Light = {{{min grow light|0.5}}} }} }} | ||
+ | ;Min light to grow | ||
+ | :{{%| {{{min grow light|0.5}}} }} | ||
+ | {{#if: {{{grow days|}}} | | ||
+ | {{#if: {{{yield|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (70) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} | ||
+ | {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }} | ||
+ | }} }} }} | ||
+ | |||
+ | |||
+ | <!-- WEAPONS --> | ||
+ | {{#ifeq: {{{mode|}}} | Melee | ||
+ | | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }} | ||
+ | | {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }} }} | ||
+ | {{#if: {{{mode|}}} | ||
+ | | {{#if: {{#var:setProperty}} | {{#set:Aiming Time Base = {{{warmup|}}} | Ranged Cooldown Base = {{{cooldown|}}} }} | ||
+ | }} }} | ||
+ | |||
+ | <!-- 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|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ranged Combat</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mode|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }} | ||
;Mode | ;Mode | ||
− | :{{{mode|}}}}} | + | :{{{mode|}}} |
− | {{#if: {{{damage|}}}| | + | }} |
+ | |||
+ | }} | ||
+ | |||
+ | {{#if: {{{damage|}}} | | ||
;Damage | ;Damage | ||
− | :{{{damage|}}}}} | + | :{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}} |
+ | }} | ||
− | {{#if: {{{ | + | {{#if: {{{armorPenetration|}}} | |
− | + | {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }} | |
− | : | + | ;Armor penetration |
+ | :{{{armorPenetration|}}}% | ||
+ | }} | ||
− | {{#if: {{{ | + | {{#if: {{{warmup|}}} | |
− | ;{{ | + | ;<abbr title="Time it takes to aim the weapon">Warm-Up</abbr> |
− | :{{ticks|{{{cooldown|}}}}}}} | + | :{{ticks| {{{warmup|}}} }} |
+ | }} | ||
+ | |||
+ | {{#if: {{{cooldown |}}} | | ||
+ | ;<abbr title="Waiting time before you can aim again after firing">Cooldown</abbr> | ||
+ | :{{ticks| {{{cooldown|}}} }} | ||
+ | }} | ||
− | {{#if: {{{range|}}}| | + | {{#if: {{{range|}}} | |
+ | {{#if: {{#var:setProperty}} | {{#set:Range = {{{range|}}} }} }} | ||
;Range | ;Range | ||
− | :{{{range|}}} tile(s)}} | + | :{{{range|}}} tile(s) |
− | {{#if: {{{minrange|}}}| | + | }} |
+ | |||
+ | {{#if: {{{minrange|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Minimum Range = {{{minrange|}}} }} }} | ||
;Minimum Range | ;Minimum Range | ||
− | :{{{minrange|}}} tiles}} | + | :{{{minrange|}}} tiles |
− | {{#if: {{{accuracy|}}}| | + | }} |
+ | |||
+ | {{#if: {{{accuracy|}}} | | ||
;Accuracy | ;Accuracy | ||
− | :{{{accuracy|}}}}} | + | :{{{accuracy|}}} |
− | {{#if: {{{velocity|}}}| | + | }} |
+ | |||
+ | {{#if: {{{accuracyTouch|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }} }} | ||
+ | {{#if: {{{accuracyShort|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }} }} | ||
+ | {{#if: {{{accuracyMedium|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }} }} | ||
+ | {{#if: {{{accuracyLong|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }} | ||
+ | ;<abbr title="Touch % - Short % - Medium % - Long %">Accuracy</abbr> | ||
+ | :{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}% | ||
+ | }} }} }} }} | ||
+ | |||
+ | {{#if: {{{accuracyAvg|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }} | ||
+ | ;<abbr title="Average accuracy of the weapon, taking range into account.">Avg. accuracy</abbr> | ||
+ | :{{{accuracyAvg|}}}% | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{velocity|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }} | ||
;Velocity | ;Velocity | ||
− | :{{{velocity|}}} (m/s)}} | + | :{{{velocity|}}} (m/s) |
− | {{#if: {{{burst|}}}| | + | }} |
+ | |||
+ | {{#if: {{{burst|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }} | ||
;Burst Count | ;Burst Count | ||
− | :{{{burst|}}} (per burst)}} | + | :{{{burst|}}} (per burst) |
+ | }} | ||
+ | |||
+ | {{#if: {{{burstTicks|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }} | ||
+ | ;<abbr title="Time between shots in a single burst">Burst Ticks</abbr> | ||
+ | :{{ticks| {{{burstTicks|}}} }}<br/>({{#expr: 3600 / {{{burstTicks|}}} round2}} <abbr title="Rounds Per Minute">RPM</abbr>) | ||
+ | }} | ||
− | {{#if: {{{ | + | {{#if: {{{missRadius|}}} | |
− | + | {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }} | |
− | : | + | ;<abbr title="Missed shots are forced to land within this radius">Miss Radius</abbr> |
+ | :{{{missRadius|}}} tile(s) | ||
+ | }} | ||
− | {{#if: {{{ | + | {{#if: {{{blastRadius|}}} | |
− | + | {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }} | |
− | :{{ | ||
− | {{# | ||
;Blast Radius | ;Blast Radius | ||
− | :{{{blastRadius|}}}}} | + | :{{{blastRadius|}}} |
+ | }} | ||
+ | |||
+ | {{#if: {{{DPS|}}} | | ||
+ | {{#vardefine:maximumDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ))) / 60))) round2}} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Maximum DPS = {{#var:maximumDPS}} }} }} | ||
+ | {{#if: {{{accuracyTouch|}}} | | ||
+ | {{#if: {{{accuracyShort|}}} | | ||
+ | {{#if: {{{accuracyMedium|}}} | | ||
+ | {{#if: {{{accuracyLong|}}} | | ||
+ | {{#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}} }} }} | ||
+ | ;<abbr title="Formatted as: Maximum damage per second (DPS with average accuracy)">DPS</abbr> | ||
+ | :{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{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> | ||
+ | :{{{stoppingPower|}}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- 12. 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|}}}| | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Melee Combat</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | <!-- Animal Melee Combat --> | ||
+ | {{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{attack1dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack1part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 DPS = {{#var:Attack1DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }} | ||
+ | ;Attack{{#if: {{{attack2dmg|}}}| 1}} | ||
+ | :{{ucfirst:{{{attack1part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack1cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack1chancefactor|}}} | <br/>{{{attack1chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack1stun|}}} | <br/>Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | {{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{attack2dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack2part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 DPS = {{#var:Attack2DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }} | ||
+ | ;Attack 2 | ||
+ | :{{ucfirst:{{{attack2part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack2cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack2chancefactor|}}} | <br/>{{{attack2chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack2stun|}}} | <br/>Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | {{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}| | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{attack3dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack3part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 DPS = {{#var:Attack3DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }} | ||
+ | ;Attack 3 | ||
+ | :{{ucfirst:{{{attack3part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack3cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack3chancefactor|}}} | <br/>{{{attack3chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack3stun|}}}| <br/>Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | {{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}| | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{attack4dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack4part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 DPS = {{#var:Attack4DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }} | ||
+ | ;Attack 4 | ||
+ | :{{ucfirst:{{{attack4part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack4cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack4chancefactor|}}} | <br/>{{{attack4chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack4stun|}}} | <br/>Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | {{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 5 Damage = {{{attack5dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack5part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 5 DPS = {{#var:Attack5DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }} | ||
+ | ;Attack 5 | ||
+ | :{{ucfirst:{{{attack5part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack5cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack5chancefactor|}}} | <br/>{{{attack5chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack5stun|}}} | <br/>Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | {{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 6 Damage = {{{attack6dmg|}}} }} }} | ||
+ | {{#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 Part = {{ucfirst:{{{attack6part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }} | ||
+ | {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 6 DPS = {{#var:Attack6DPS}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }} | ||
+ | ;Attack 6 | ||
+ | :{{ucfirst:{{{attack6part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!-- | ||
+ | --><br/>{{{attack6cool|0}}} second cooldown<!-- | ||
+ | -->{{#if: {{{attack6chancefactor|}}} | <br/>{{{attack6chancefactor|}}} chance factor}}<!-- | ||
+ | -->{{#if: {{{attack6stun|}}} | <br/>Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }} | ||
+ | |||
+ | |||
+ | {{#ifeq: {{#varexists: Attack6DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}} + {{#var:Attack6DPS}})/6 * 0.62 round 2}} }}| | ||
+ | {{#ifeq: {{#varexists: Attack5DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}})/5 * 0.62 round 2}} }}| | ||
+ | {{#ifeq: {{#varexists: Attack4DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}})/4 * 0.62 round 2}} }}| | ||
+ | {{#ifeq: {{#varexists: Attack3DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}})/3 * 0.62 round 2}} }}| | ||
+ | {{#ifeq: {{#varexists: Attack2DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}})/2 * 0.62 round 2}} }}| | ||
+ | {{#ifeq: {{#varexists: Attack1DPS}}|1| | ||
+ | {{#vardefine: MobAverageDPS | {{#expr: {{#var:Attack1DPS}} * 0.62 round 2}} }} }} }} }} }} }} }} | ||
+ | |||
+ | {{#ifeq: {{#varexists: MobAverageDPS}} | 1 | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }} | ||
+ | ;Average {{DPS}} | ||
+ | :{{#var:MobAverageDPS}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage|}}} }} }} | ||
+ | ;Damage | ||
+ | :{{{mobdamage|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamagetype|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype|}}} }} }} | ||
+ | ;Damage Type | ||
+ | :{{{mobdamagetype|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamage2|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage2|}}} }} }} | ||
+ | ;Damage | ||
+ | :{{{mobdamage2|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamagetype2|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype2|}}} }} }} | ||
+ | ;Damage Type | ||
+ | :{{{mobdamagetype2|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamage3|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage3|}}} }} }} | ||
+ | ;Damage | ||
+ | :{{{mobdamage3|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamagetype3|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype3|}}} }} }} | ||
+ | ;Damage Type | ||
+ | :{{{mobdamagetype3|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{mobdamageaverage|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Average Melee Damage = {{{mobdamageaverage|}}} }} }} | ||
+ | }} | ||
+ | |||
+ | <!-- New melee starting from Beta 18 --> | ||
+ | {{#ifeq: {{lc:{{{mode|}}} }} | melee | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }} | ||
+ | ;Mode | ||
+ | :{{{mode|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }} | ||
+ | {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }} | ||
+ | {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }} | ||
+ | ;Melee Attack{{#if: {{{meleeattack1dmg|}}}| 1}} | ||
+ | :{{ucfirst:{{{meleeattack1part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{meleeattack1ap|0}}}% {{AP}}<!-- | ||
+ | --><br/>{{{meleeattack1cool|0}}} seconds cooldown<!-- | ||
+ | -->{{#if: {{{meleeattack1chancefactor|}}} | <br/>{{{meleeattack1chancefactor|}}} chance factor}} }} | ||
+ | |||
+ | {{#if: {{{body part|}}} | <!-- Body part that is replaced by an artificial body part --> | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} <!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.--> | ||
+ | ;Body Part | ||
+ | :{{{body part|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }} | ||
+ | {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }} | ||
+ | {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }} | ||
+ | ;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}| }} | ||
+ | :{{ucfirst:{{{meleeattack2part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{meleeattack2ap|0}}}% {{AP}}<!-- | ||
+ | --><br/>{{{meleeattack2cool|0}}} seconds cooldown<!-- | ||
+ | -->{{#if: {{{meleeattack2chancefactor|}}} | <br/>{{{meleeattack2chancefactor|}}} chance factor}} }} | ||
+ | |||
+ | {{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }} | ||
+ | {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }} | ||
+ | {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }} | ||
+ | ;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}| }} | ||
+ | :{{ucfirst:{{{meleeattack3part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{meleeattack3ap|0}}}% {{AP}}<!-- | ||
+ | --><br/>{{{meleeattack3cool|0}}} seconds cooldown<!-- | ||
+ | -->{{#if: {{{meleeattack3chancefactor|}}} | <br/>{{{meleeattack3chancefactor|}}} chance factor}} }} | ||
+ | |||
+ | {{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }} | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }} | ||
+ | {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }} | ||
+ | {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }} | ||
+ | ;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}| }} | ||
+ | :{{ucfirst:{{{meleeattack4part|Body part?}}} }}<!-- | ||
+ | --><br/>{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])<!-- | ||
+ | --><br/>{{{meleeattack4ap|0}}}% {{AP}}<!-- | ||
+ | --><br/>{{{meleeattack4cool|0}}} seconds cooldown<!-- | ||
+ | -->{{#if: {{{meleeattack4chancefactor|}}} | <br/>{{{meleeattack4chancefactor|}}} chance factor}} }} | ||
+ | |||
+ | |||
+ | {{#if: {{{MeleeWeaponAverageDPS|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:MeleeDPS = {{{MeleeWeaponAverageDPS|}}} }} }} | ||
+ | ;Melee Average {{DPS}} | ||
+ | :{{{MeleeWeaponAverageDPS|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{MeleeWeaponAverageAP|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:MeleeAP = {{{MeleeWeaponAverageAP|}}} }} }} | ||
+ | ;Melee Average {{AP}} | ||
+ | :{{{MeleeWeaponAverageAP|}}}% | ||
+ | }} | ||
+ | |||
+ | |||
+ | <!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game | ||
+ | |||
+ | {{#ifeq: {{#varexists: MeleeAttack3Chance}}|1| | ||
+ | {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}| | ||
+ | {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1| | ||
+ | {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}| | ||
+ | {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1| | ||
+ | {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }} | ||
+ | |||
+ | {{#ifeq: {{#varexists: MeleeAttack3DPS}}|1| | ||
+ | {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}| | ||
+ | {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1| | ||
+ | {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}| | ||
+ | {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1| | ||
+ | {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }} | ||
+ | |||
+ | ---------- Line to separate the mess above from the other stuff below ---------- --> | ||
+ | |||
+ | <!--- 13. 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|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Creation</p> | ||
+ | <dl> | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{production facility 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }} }} | ||
+ | {{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }} | ||
+ | {{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }} | ||
+ | {{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }} | ||
+ | {{#if: {{{production facility 1|}}} | | ||
+ | ;Crafted At | ||
+ | :{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 2|}}}| / {{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}| / {{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}| / {{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }} | ||
+ | }} | ||
+ | |||
+ | {{#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: {{#var:setProperty}} | {{#set: | ||
+ | Required Research = {{#var:research1}} | ||
+ | | Required Research = {{#var:research2}} | ||
+ | | Required Research = {{#var:research3}} | ||
+ | | Required Research = {{#var:research4}} | ||
+ | | Required Research = {{#var:research5}} | ||
+ | }} }} | ||
+ | ;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}} }}<!-- | ||
+ | |||
+ | -->{{#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}} }} | {{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}} }} | {{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}} }} | {{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}} }} | {{Icon Small|Techprint|16}} }} }} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{skill 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }} }} | ||
+ | {{#if: {{{skill 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }} }} | ||
+ | {{#if: {{{skill 1 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }} }} | ||
+ | {{#if: {{{skill 2 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }} }} | ||
+ | |||
+ | {{#if: {{{skill 1|}}} | | ||
+ | ;Skill{{#if:{{{skill 2|}}}|s}} Required | ||
+ | :[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|& [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{skill 2|}}} }}]] {{{skill 2 level|}}} }} | ||
+ | }} | ||
+ | |||
+ | <!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --> | ||
+ | {{#ifeq: {{lc:{{{constructable|}}} }} | false || | ||
+ | {{#if: {{{work to make|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }} | ||
+ | ;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: {{#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> | ||
+ | :{{{gestation cycles|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{stuff tags|}}} | | ||
+ | {{#if: {{#var:setProperty}} | | ||
+ | {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}} | ||
+ | | 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|}}} | ||
+ | }} | ||
+ | |||
+ | {{#ifeq: {{lc:{{{constructable|}}} }} | false || | ||
+ | {{#if: {{{resource 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 = {{{resource 1|}}} }} }} }} | ||
+ | {{#if: {{{resource 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 = {{{resource 2|}}} }} }} }} | ||
+ | {{#if: {{{resource 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 = {{{resource 3|}}} }} }} }} | ||
+ | {{#if: {{{resource 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 = {{{resource 4|}}} }} }} }} | ||
+ | {{#if: {{{resource 5|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 = {{{resource 5|}}} }} }} }} | ||
+ | {{#if: {{{resource 6|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 = {{{resource 6|}}} }} }} }} | ||
+ | {{#if: {{{resource 1 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 2 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 3 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 4 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 5 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 6 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }} }} | ||
+ | {{#if: {{{resource 1 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }} }} | ||
+ | {{#if: {{{resource 2 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }} }} | ||
+ | {{#if: {{{resource 3 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }} }} | ||
+ | {{#if: {{{resource 4 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }} }} | ||
+ | {{#if: {{{resource 5 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }} }} | ||
+ | {{#if: {{{resource 6 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }} }} | ||
+ | |||
+ | |||
+ | {{#if: {{{resource 1|}}}|<!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||--> | ||
+ | ;Resources to make | ||
+ | :{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}} }} }} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}} | ||
+ | <!--|}}--> | ||
+ | }} | ||
+ | |||
+ | <!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---> | ||
+ | {{#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> | ||
+ | :<span style="color:red">'''ERROR: NO STUFF TAGS'''</span> | ||
+ | }} | ||
+ | |}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{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> | ||
+ | :{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}} | ||
+ | }} | ||
+ | |||
+ | {{#if: {{{deconstruct yield|}}}| | ||
+ | ;<abbr title="Resources recovered when deconstructing.">Deconstruct yield</abbr> | ||
+ | :{{{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 | ||
+ | -->{{#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> | ||
+ | :{{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 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} | ||
+ | |}} | ||
+ | }} | ||
+ | |||
+ | {{#if:{{{destroyyield|}}} | | ||
+ | ;<abbr title="Resources recovered when destroyed.">Destroy yield</abbr> | ||
+ | :{{{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 | ||
+ | -->{{#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> | ||
+ | :{{#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 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} <!-- | ||
+ | -->{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}<!-- | ||
+ | -->|}}<!-- | ||
+ | -->{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}<!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write " + " | ||
+ | -->{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}<!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: <amount> {{Icon Small|<resource>}}) | ||
+ | -->|}}<!-- | ||
+ | -->|}}<!-- | ||
+ | -->}} | ||
+ | |||
+ | |||
+ | <!-- 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: {{{ | + | {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }} |
− | + | ;Psylink Level | |
− | + | :{{{psylink level|}}} | |
}} | }} | ||
− | {{#if: {{{ | + | {{#if: {{{psyfocus cost|}}} | |
− | ; | + | {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }} |
− | :{{{ | + | ;Psyfocus Cost |
− | {{#if:{{{ | + | :{{%|{{{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: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{food preference|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{bulk product amount|}}} | | ||
+ | </dl>{{clear}} | ||
+ | <div class="subheading mw-customtoggle-myDivision" style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'> Technical | ||
+ | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision"> <span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'> | ||
+ | {{#if: {{{defName|}}} | | ||
+ | ; defName | ||
+ | : {{{defName|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }} | ||
+ | ;Has Quality | ||
+ | :{{ucfirst:{{{has quality|}}} }} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }} | ||
+ | ;Color | ||
+ | :{{{color|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{file|}}} | | ||
+ | ; File | ||
+ | : {{{file|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{thingCategories|}}} | | ||
+ | ; thingCategories | ||
+ | : {{{thingCategories|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set: | ||
+ | weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }} | ||
+ | |weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }} | ||
+ | |weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }} | ||
+ | |weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }} | ||
+ | |weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ; weaponTags | ||
+ | : {{{weaponTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{thingSetMakerTags|}}} | | ||
+ | ; thingSetMakerTags | ||
+ | : {{{thingSetMakerTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{defaultOutfitTags|}}} | | ||
+ | ; defaultOutfitTags | ||
+ | : {{{defaultOutfitTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{factionPrerequisiteTags|}}} | | ||
+ | ; factionPrerequisiteTags | ||
+ | : {{{factionPrerequisiteTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{harvestTag|}}} | | ||
+ | ; harvestTag | ||
+ | : {{{harvestTag|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{recipePrerequisiteTags|}}} | | ||
+ | ;recipePrerequisiteTags | ||
+ | : {{{recipePrerequisiteTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{ResearchProjectTagDef|}}} | | ||
+ | ;ResearchProjectTagDef | ||
+ | :{{{ResearchProjectTagDef|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }} | ||
+ | ;sowTag | ||
+ | :{{{sowTag|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set: | ||
+ | sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }} | ||
+ | |sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }} | ||
+ | |sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }} | ||
+ | |sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }} | ||
+ | }} }} | ||
+ | ;sowTags | ||
+ | :{{{sowTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set: | ||
+ | tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }} | ||
+ | |tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }} | ||
+ | |tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }} | ||
+ | |tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }} | ||
+ | |tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ;tag | ||
+ | :{{{tag|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set: | ||
+ | tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }} | ||
+ | |tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }} | ||
+ | |tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }} | ||
+ | |tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }} | ||
+ | |tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ;tags | ||
+ | :{{{tags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set: | ||
+ | techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }} | ||
+ | |techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }} | ||
+ | |techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }} | ||
+ | |techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }} | ||
+ | |techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ;techHediffsTags | ||
+ | :{{{techHediffsTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{thingSetMakerTagsToAllow|}}} | | ||
+ | ;thingSetMakerTagsToAllow | ||
+ | :{{{thingSetMakerTagsToAllow|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{thingSetMakerTagsToDisallow|}}} | | ||
+ | ;thingSetMakerTagsToDisallow | ||
+ | :{{{thingSetMakerTagsToDisallow|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tradeTag|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }} | ||
+ | ;tradeTag | ||
+ | :{{{tradeTag|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tradeTags|}}} | | ||
+ | {{#if: {{#var:setProperty}} | | ||
+ | {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}} | ||
+ | | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}} | ||
+ | | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }} | ||
+ | ;tradeTags | ||
+ | :{{{tradeTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tradeTagsBuy|}}} | | ||
+ | ;tradeTagsBuy | ||
+ | :{{{tradeTagsBuy|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tradeTagsSell|}}} | | ||
+ | ;tradeTagsSell | ||
+ | :{{{tradeTagsSell|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tradeTagsToAllow|}}} | | ||
+ | ;tradeTagsToAllow | ||
+ | :{{{tradeTagsToAllow|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{tutorHighlightTag|}}} | | ||
+ | ;tutorHighlightTag | ||
+ | :{{{tutorHighlightTag|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set: | ||
+ | apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }} | ||
+ | |apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }} | ||
+ | |apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }} | ||
+ | |apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }} | ||
+ | |apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ;apparelTags | ||
+ | :{{{apparelTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set: | ||
+ | buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }} | ||
+ | |buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }} | ||
+ | |buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }} | ||
+ | |buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }} | ||
+ | |buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }} | ||
+ | }} }} | ||
+ | ;buildingTags | ||
+ | :{{{buildingTags|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{stuff adjective|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Stuff Adjective = {{{stuff adjective|}}} }} }} | ||
+ | ; Stuff Adjective | ||
+ | :{{{stuff adjective|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{small volume|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Small Volume = {{{small volume|}}} }} }} | ||
+ | ; Small Volume | ||
+ | :{{{small volume|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{preferability|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }} | ||
+ | ; Preferability | ||
+ | : {{ucfirst:{{{preferability|}}} }} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{food preference|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Food Preference = {{{food preference|}}} }} }} | ||
+ | ; Food Preference | ||
+ | : {{{food preference|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{drug category|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Drug Category = {{{drug category|}}} }} }} | ||
+ | ; Drug Category | ||
+ | : {{{drug category|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{is pleasure drug|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }} }} | ||
+ | ; Is Pleasure Drug | ||
+ | : {{{is pleasure drug|}}} | ||
+ | }}<!-- | ||
+ | -->{{#if: {{{bulk product amount|}}} | | ||
+ | {{#if: {{#var:setProperty}} | {{#set:Bulk Product Amount = {{{bulk product amount|}}} }} }} | ||
+ | ;<abbr title="The amount of this item produced by the bulk recipe">Bulk Product Amount</abbr> | ||
+ | :{{Icon Small| {{#var:Name}} }} {{{product amount|}}} | ||
+ | }}<!-- | ||
+ | --></span> </div> </div>}} | ||
<br style="clear: both; height: 0px;" /> | <br style="clear: both; height: 0px;" /> | ||
− | </ | + | </div></div></includeonly><noinclude> |
− | + | {{documentation}}</noinclude><!-- Add categories and interwikis to the /doc subpage, not here! --> | |
− | <noinclude> | ||
− | {{ | ||
− | |||
− | </ |
Revision as of 22:35, 23 April 2024
This page has been suggested for recoding. Reason: Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.. You can help RimWorld Wiki by improving it. |
Intro
Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:
- Takes in facts: On each page which describes an in-game object, we call
{{infobox main | ...}}
, where...
is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things - Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param
|marketvalue = 200
, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool! - Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the
|marketvalue = 200
param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.
As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ...
, this template will set the 'Market Value Base' property of the 'Foo' page to 200.
These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}}
. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster
Positional parameters
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)
Usage
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Add Bandwidth and combat power. |
- Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.
- You can add a "name" and "image". Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)
Parameter List
{{infobox main <!-- All pawns (animals, humanoids, mechanoids) --> |movespeed = base movement speed |attack1dmg = base damage of first attack <meleeDamageBaseAmount> |attack1type = damage type of first attack <meleeDamageDef> |attack1part = body part of first attack <linkedBodyPartsGroup> |attack1cool = cooldown of first attack (in ticks) <defaultCooldownTicks> |attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages> |attack2dmg = as above for second attack |attack2type = as above for second attack |attack2part = as above for second attack |attack2cool = as above for second attack |attack2stun = as above for second attack |attack3dmg = as above for third attack |attack3type = as above for third attack |attack3part = as above for third attack |attack3cool = as above for third attack |attack3stun = as above for third attack |attack4dmg = as above for fourth attack |attack4type = as above for fourth attack |attack4part = as above for fourth attack |attack4cool = as above for fourth attack |attack4stun = as above for fourth attack |bodysize = required in order to calculate meat yield, leather yields, and carrying capacity |massyoung = the mass of an animal when young |massjuvenile = the mass of an animal when juvenile |massadult = the mass of an animal when adult |meatname = name of meat given when butchered. Defaults to "x meat" when not defined. |meatyield = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield. |leathername = name of leather given when butchered. Defaults to "x leather" when not defined. Leave empty if no leather is produced. |leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield. <!--Apparel and Armor--> |armorblunt = blunt armor rating for non-material dependent Apparel and Armor |armorsharp = sharp armor rating for non-material dependent Apparel and Armor |armorheat = heat armor rating for non-material dependent Apparel and Armor |armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor |armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor |armorheatfactor = heat armor multiplier for material dependent Apparel and Armor |painshockthreshold = increase in pain shock threshold |insulationheat = base heat tolerance modifier |insulationcold = base cold tolerance modifier |insulationheatfactor = base heat tolerance for material dependent Apparel and Armor |insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor |lifestage = the valid lifestages the pawn can be i.e. Child and/or Adult |clothing for nudity = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity= |coverage = coverage provided by the item |layer = the layer the item occupies on the pawn <!-- Animals only --> |manhunter = chance to turn manhunter when attacked (0.00 - 1.00) |manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00) |hungerrate = base hunger rate |diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous |lifespan = life expectancy |trainable = none/simple/intermediate/advanced |wildness = wildness level of creature |min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness |milk = amount of milk produced |milktime = milking interval (days) |woolname = name of wool given when sheared. Defaults to "x wool" when not defined. |wool = wool amount |sheartime = shearing interval |eggsmin = eggs per clutch minimum |eggsmax = eggs per clutch maximum |eggtime = egg laying interval |eggs_avg = eggs per clutch average |gestation = gestation period (days) (must either be a number or N/A) |offspring = offspring per birth (Do not use for egg-laying animals) |maturityage = age of maturity |livesin_aridshrubland = true or <omit> |livesin_borealforest = true or <omit> |livesin_desert = true or <omit> |livesin_extremedesert = true or <omit> |livesin_icesheet = true or <omit> |livesin_seaice = true or <omit> |livesin_temperateforest = true or <omit> |livesin_tropicalrainforest = true or <omit> |livesin_tundra = true or <omit> |predator = true or <omit> |min comfortable temperature = min temperature animal can withstand |max comfortable temperature = max temperature animal can withstand <!-- Food --> | nutrition base = number | taste = string | ingested direct thought = string | joy offset = number | preferability = string | max num to ingest at once = number | days to rot = number <!-- Plants --> |growth time = number of days to grow |yield = how much food given when harvested |wood = how much wood given when harvested |min grow light = Minimum light required to grow. <!-- BUILDING --> | size = two values in the format: 3 ˣ 1 | minifiable = whether there is an item for this building. Format: true/false | placeable = true/false | rotatable = true/false | passability = string e.g. pass through only | cover = how effective the object is when used for cover | blockswind = true/false | terrain affordance = light, medium or heavy terrain requirements to place object. | power = power generated or consumed. Format: + 3600 or - 150 | cleanliness = number | cleaning time factor = number | facility = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table <!-- Building - Furniture --> | glowcolor = ? | glowradius = ? | maxheattemperature = ? | mincooltemperature = ? | surgery success chance factor = ? | immunity gain speed factor = how fast a pawn acquires immunity while using object | rest effectiveness = how quickly rest gets restored | comfort = how much comfort it gives when using | comfort offset = ? <!-- Building - Recreation --> | recreation power = number | recreation type = string <!-- Building - Production --> | work efficiency factor = number | unpowered work speed factor = work speed at an unpowered workstation <!-- Building - Misc --> | work speed offset = number | max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer | efficiency = efficiency of a battery <!-- Building - Floors --> | speed = move speed factor of that flooring. Format: number <!-- CREATION --> | work to make = the base amount of work it takes to build a structure, once all materials are gathered. | work to uninstall = the amount of work it takes to uninstall a structure. <!-- All Weapons --> |damage = Base weapon damage |cooldown = use for cooldown time of weapon (in ticks) |mode = Melee/Single-Shot/Single-Use/Burst |warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon. |damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly <!-- Ranged Weapons Only --> |burst = Shots per burst. Set to 1 for single-shot weapons. |burstticks = Time between bursts (in ticks) |range = Weapon range |minrange = Minimum weapon range AKA forced-miss range |missRadius = Missed shots are forced to land within this radius of the target |area = Explosive area (in squares) |velocity = use for projectile velocity |accuracyTouch = use for touch accuracy |accuracyShort = use for short range accuracy |accuracyMedium = use for medium range accuracy |accuracyLong = use for long range accuracy |accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies |blastRadius = use for blast radius of explosive weapons |armor penetration = armor penetration of the attack |stoppingPower = stopping power of the weapon <!-- Melee Weapons Only --> |meleeattack1dmg = base damage of first attack <meleeDamageBaseAmount> |meleeattack1type = damage type of first attack <meleeDamageDef> |meleeattack1part = body part of first attack <linkedBodyPartsGroup> |meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks> |meleeattack1ap = armor penetration of first attack |meleeattack2dmg = as above for second attack |meleeattack2type = as above for second attack |meleeattack2part = as above for second attack |meleeattack2cool = as above for second attack |meleeattack2ap = as above for second attack |meleeattack3dmg = as above for third attack |meleeattack3type = as above for third attack |meleeattack3part = as above for third attack |meleeattack3cool = as above for third attack |meleeattack3ap = as above for fourth attack |meleeattack4dmg = as above for fourth attack |meleeattack4type = as above for fourth attack |meleeattack4part = as above for fourth attack |meleeattack4cool = as above for fourth attack |meleeattack4ap = as above for fourth attack |MeleeWeaponAverageDPS = average melee DPS of the weapon |MeleeWeaponAverageAP = average melee armor penetration of the weapon <!-- Miscellaneous --> |stuff tags = the different [[stuff]] categories that can be used. Inc: Stony, Metallic, Fabric, Leathery, Woody |work to make = the amount of work required to craft the item |resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined. |resource 2 = The second type of resource required to build or craft this item |resource 3 = The third type of resource required to build or craft this item |resource 4 = The fourth type of resource required to build or craft this item |resource 5 = The fifth type of resource required to build or craft this item |resource 6 = The sixth type of resource required to build or craft this item |resource 1 amount = The amount of the first type of resource required to build or craft this item |resource 2 amount = The amount of the second type of resource required to build or craft this item |resource 3 amount = The amount of the third type of resource required to build or craft this item |resource 4 amount = The amount of the fourth type of resource required to build or craft this item |resource 5 amount = The amount of the fifth type of resource required to build or craft this item |resource 6 amount = The amount of the sixth type of resource required to build or craft this item |product amount = The amount of items crafted |deconstruct yield = amount of resources returned when this item is deconstructed or smelted. Format using {{icon|metal|75}} or similar (more info at Template:Icon) |skill 1 = Primary required skill |skill 1 level = Minimum primary skill level required |skill 2 = Secondary required skill |skill 2 level = Minimum secondary skill level required |page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details. <!-- Technical --> | stuff adjective = Used for materials. Prefix for a stuffable item e.g. "golden" for "golden Club" | small value = boolean; "true" for materials like gold and silver | color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67) <!--Undocumented parameters --> |is exotic species = |petness = |nuzzleMtb = |eggs_unfertilized = |healthscale = determine hit points for each body part. <!-- Deprecated parameters --> |resources to make = amount of resources to build or craft this item. Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. |work to build = merged with work to make |minimum skill = minimum skill level required to build or craft something -- was never consistently applied |info = Removed and replaced with description =. |walkSpeed = Superseded by moveSpeed |speed = Superseded by moveSpeed |accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong. |DPS = Removed. Now calculated automatically. |armorelectric = Not currently used. |armorpoison = Not currently used. |eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value. |mobdamage = Superseded by attack1dmg |mobdamagetype = Superseded by attack1type |mobdamage2 = As above, for second attack |mobdamagetype2 = As above, for second attack |mobdamage3 = As above for, third attack |mobdamagetype3 = As above, for third attack |handleskill = minimum handling skill |sell price multiplier = a multiplier on the price at which you can sell items. |is exotic species = unknown and unused at the time of deprecation. Used for animals }}
Parameter | Dependencies | Type/Unit | Property | Description | xml-tag |
---|---|---|---|---|---|
0. Testing | |||||
set property | optional | boolean | – | Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary. | – |
1. Head | |||||
<1> | optional | One of:
|
– | Sets the color of the infobox. | – |
name | optional | pagename | Property:Name | Title of the infobox. Defaults to current page name if not specified. | <label> |
image | optional | Picture name.png | Property:Image | Defaults to name.png. | <graphicData> |
imagesize | optional, image | px | – | See https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image. | – |
audio | optional | Audio name.wav | Property:Audio | So far only used for musical instruments. | <soundPlayInstrument> |
description | optional | text | Property:Description | In-game description of the item. | <description> |
2. Base Stats | |||||
type | mandatory | pagename | Property:Type | Sets main category. | – |
type2 | optional | pagename | Property:Type2 | Sets subcategory. | – |
stuff category | optional | One of:
|
Property:Stuff Category | Used by materials. | <stuffProps><categories> |
tech level | optional | One of:
|
Property:Tech Level | <techLevel> | |
class | optional | One of:
|
Property:Class | Used by weapons. | <weaponClasses> |
market value | optional | silver | Property:Market Value Base | The amount of silver the item is worth. Defaults to Template:Market Value Calculator. | <statBases><MarketValue> |
stack limit | optional | integer | Property:Stack Limit | Maximum stach size. | <stackLimit> |
mass base | optional | kg | Property:Mass Base | Mass in kilograms - DO NOT USE FOR ANIMALS. | <statBases><Mass> |
beauty | optional | integer | Property:Beauty | <statBases><Beauty> | |
beauty outdoors | optional | integer | Property:Beauty | Beauty score when outdoors. | <statBases><BeautyOutdoors> |
styledominance | optional | integer | Property:Style Dominance | How much this object contributes to overall style dominance in an area. | <statBases><StyleDominance> |
style | optional, styledominance | One of:
|
Property:Style | <StyleCategoryDef> | |
hp | optional | integer | Property:Max Hit Points Base | The amount of damage an object can take. | <statBases><MaxHitPoints> |
deterioration | optional | number | Property:Deterioration Rate Base | The rate at which this item deteriorates when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain. | <statBases><DeteriorationRate> |
flammability | optional | number (displayed as %) | Property:Style | How quickly it burns. | <statBases> |
days to rot | optional | days | Property:Days To Start Rot Base | Used for items that spoil when not frozen. | <daysToRotStart> |
min safe temperature | optional | °C | Property:Min Safe Temperature | Used for fertilzed eggs. | <minSafeTemperature> |
max safe temperature | optional | °C | Property:Max Safe Temperature | Used for fertilzed eggs. | <maxSafeTemperature> |
spoiling rate per degree per tick | optional | number (displayed as %) | Property:Spoiling Rate | Used for fertilzed eggs. | <progressPerDegreePerTick> |
rotatable | optional | boolean | Property:Rotatable | Whether this item spoils when not frozen. | <rotatable> |
path cost | optional | integer | Property:Path Cost | <pathCost> | |
3. Building | |||||
edifice | optional | boolean | Property:Edifice | Whether this building has hight. | <building><isEdifice> |
4. Apparel | |||||
5. Pawn Stats | |||||
6. Production | |||||
7. Ingestion | |||||
8. Stat Modifiers (for materials) | |||||
beauty factor | optional | number | Property:Beauty Factor | <stuffProps><statFactors><Beauty> | |
beauty offset | optional | number | Property:Beauty Offset | <stuffProps><statOffsets><Beauty> | |
work to make factor | optional | number | Property:Work To Make Factor | <stuffProps><statFactors><WorkToMake> | |
work to build factor | optional | number | Property:Work To Build Factor | <stuffProps><statFactors><WorkToBuild> | |
work to build offset | optional | ticks | Property:Work To Build Offset | <stuffProps><statOffsets><WorkToBuild> | |
max hit points factor | optional | number | Property:Max Hit Points Factor | <stuffProps><statFactors><MaxHitPoints> | |
flammability factor | optional | number | Property:Flammability Factor | <stuffProps><statFactors><Flammability> | |
armor - sharp factor | optional | number | Property:Armor - Sharp Factor | <statBases><StuffPower_Armor_Sharp> | |
armor - blunt factor | optional | number | Property:Armor - Blunt Factor | <statBases><StuffPower_Armor_Blunt> | |
armor - heat factor | optional | number | Property:Armor - Heat Factor | <statBases><StuffPower_Armor_Heat> | |
insulation - cold factor | optional | °C | Property:Insulation - Cold Factor | Is actually an offset and not a factor. | <statBases><StuffPower_Insulation_Cold> |
insulation - heat factor | optional | °C | Property:Insulation - Heat Factor | Is actually an offset and not a factor. | <statBases><StuffPower_Insulation_Heat> |
melee blunt damage factor | optional | number | Property:Melee Blunt Damage Factor | <statBases><BluntDamageMultiplier> | |
melee sharp damage factor | optional | number | Property:Melee Sharp Damage Factor | <statBases><SharpDamageMultiplier> | |
melee cooldown factor | optional | number | Property:Melee Cooldown Factor | <stuffProps><statFactors><MeleeWeapon_CooldownMultiplier> | |
door opening speed factor | optional | number | Property:Door Opening Speed Factor | <stuffProps><statFactors><DoorOpenSpeed> | |
rest effectiveness factor | optional | number | Property:Rest Effectiveness Factor | <stuffProps><statFactors><BedRestEffectiveness> | |
9. Medical | |||||
medical potency base | optional | number (displayed as %) | Property:Medical Potency Base | How effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery. | <statBases><MedicalPotency> |
medical quality max | optional | number (displayed as %) | Property:Medical Quality Max | <statBases><MedicalQualityMax> | |
10. Plant Stats | |||||
11. Ranged Combat | |||||
12. Melee Combat | |||||
13. Creation | |||||
14. Technical |
Deprecated positional parameters
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things. As of now this template only takes ONE positional parameter -- all others are ignored.
- (still in use)
- DEPRECATED: Extra CSS class to be applied to the infobox div.
- DEPRECATED: Used to be extra params passed to the image layout in the infobox. Superseded by the imagesize= param
- DEPRECATED: Overly clever use of the size parameter. The usual format is |size = X|Y. This then gets transformed into x * y. BUT it only works if you have 3 positional parameters prior to the first param.
Example #1
Muffalo
A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.
Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Move Speed
- 4.5 c/s
- Health Scale
- 1.75
- Body Size
- 2.4
- Mass - Baby
- 28.8 kg
- Mass - Juvenile
- 72 kg
- Mass - Adult
- 144 kg
- Pack Capacity
- 84 kg
- Carrying Capacity
- 180 kg
- Filth Rate
- 16
- Hunger Rate
- 0.86 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 10%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 60%
- Minimum Handling Skill
- 5
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.25 years (15 days)
- Comfortable Temp Range
- -55 °C – 45 °C (-67 °F – 113 °F)
Production
- Meat Yield
- 336 muffalo meat
- Leather Yield
- 96 bluefur
- Wool Amount
- 120 muffalo wool
- Shearing Interval
- 15 days
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown - Attack 2
- Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 3
- Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 4
- Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 5
- Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 6
- Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor - Average DPS
- 3.1
- tradeTags
- AnimalFarm, AnimalCommon
{{Infobox main|animal | name = Muffalo | image = Muffalo east.png | description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.<br/>Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed. | type = Animal | movespeed = 4.5 | min comfortable temperature = -55 | max comfortable temperature = 45 | flammability = 0.7 | marketvalue = 300 | filth rate = 16 | woolname = muffalo wool | sheartime = 15 | wool = 120 | herdanimal = true | bodysize = 2.4 | healthscale = 1.75 | hungerrate = 0.535 | diet = herbivorous | leathername = bluefur | wildness = 0.6 | manhuntertame = 0 | manhunter = 0.1 | roamMtb = 2 | trainable = none | mateMtb = 12 | packanimal = true | gestation = 6.66 | offspring = 1 | lifespan = 15 | juvenileage = 0.25 | maturityage = 0.3333 | tradeTags = AnimalFarm, AnimalCommon | attack1dmg = 13 | attack1type = Blunt | attack1cool = 2.6 | attack1part = head | attack2dmg = 10 | attack2type = Blunt | attack2cool = 2 | attack2part = front left leg | attack3dmg = 10 | attack3type = Poke | attack3cool = 2 | attack3part = front left leg | attack4dmg = 10 | attack4type = Blunt | attack4cool = 2 | attack4part = front right leg | attack5dmg = 10 | attack5type = Poke | attack5cool = 2 | attack5part = front right leg | attack6dmg = 10 | attack6type = Bite | attack6cool = 2 | attack6part = teeth | attack6chancefactor = 0.5 | livesin_temperateforest = 0.5 | livesin_temperateswamp = 0.5 | livesin_borealforest = 0.5 | livesin_tundra = 2 | livesin_coldbog = 0.5 | livesin_icesheet = 0.1 | livesin_seaice = 0.1 }}
Example #2
Autopistol
An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.2 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 10 dmg (Bullet)
- Armor penetration
- 15%
- Warm-Up
- 18 ticks (0.3 secs)
- Cooldown
- 60 ticks (1 sec)
- Range
- 25.9 tile(s)
- Accuracy
- 80% - 70% - 40% - 30%
- Avg. accuracy
- 65%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 7.69 (5)
- Stopping power
- 0.5
Melee Combat
- Average DPS
- 3.1
- Melee Attack 1
- Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown - Melee Average DPS
- 4.5
- Melee Average AP
- 13%
Creation
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 5,000 ticks (1.39 mins)
- Has Quality
- True
- weaponTags
- Gun, SimpleGun
{{Infobox main|weapon | name = Autopistol | image = Autopistol.png | description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire. | type = Equipment | type2 = Weapons | tech level = Industrial | class = Industrial | damage = 10 | damage type = Bullet | armorPenetration = 15 | range = 25.9 | work to make = 5000 | accuracyTouch = 80 | accuracyShort = 70 | accuracyMedium = 40 | accuracyLong = 30 | accuracyAvg = 65 | mode = Single-Shot | warmup = 18 | cooldown = 60 | burst = 1 | DPS = DPS | velocity = 55 | production facility 1 = Machining table | research = Blowback operation | resource 1 = Steel | resource 1 amount = 30 | resource 2 = Component | resource 2 amount = 2 | marketvalue = 139 | mass base = 1.2 | stoppingPower = 0.5 | meleeattack1dmg = 9 | meleeattack1type = blunt | meleeattack1part = Grip | meleeattack1cool = 2.0 | meleeattack1ap = 13 | meleeattack2dmg = 9 | meleeattack2type = blunt | meleeattack2part = Barrel | meleeattack2cool = 2.0 | meleeattack2ap = 13 | meleeattack3dmg = 9 | meleeattack3type = Poke | meleeattack3part = Barrel | meleeattack3cool = 2.0 | meleeattack3ap = 13 | MeleeWeaponAverageDPS = 4.5 | MeleeWeaponAverageAP = 13 | page verified for version = | skill 1 = Crafting | skill 1 level = 4 | has quality = True | weaponTags = Gun, SimpleGun }}
Example #3
Art bench
A workbench equipped for creating art.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Cleanliness
- -5
- Facility
- Tool cabinet
- Average DPS
- 3.1
Creation
- Work To Make
- 2,500 ticks (41.67 secs)
- Stuff Tags
- Metallic, Woody
{{Infobox main|production | name = Art bench | image = TableSculpting.png | imagesize = 192px | description = A workbench equipped for creating art. | type = Building | type2 = Production | hp = 180 | mass base = 20 | flammability = 1 | path cost = 50 <!-- Building --> | cleanliness = -5 | passability = pass through only | cover = 0.5 | minifiable = true | placeable = true | size = 3 ˣ 1 | sell price factor = 0.7 | terrain affordance = medium | facility = tool cabinet <!-- Creation --> | work to make = 2500 | stuff tags = Metallic, Woody | resource 1 = Stuff | resource 1 amount = 75 | resource 2 = Steel | resource 2 amount = 50 <!-- Technical --> | page verified for version = 1.2.2900 }}
Example #4
Scorcher
A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Apparel
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Bandwidth
- 1
- Move Speed
- 4.5 c/s
- Health Scale
- 0.7
- Body Size
- 1
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
- Meat Yield
- 140 muffalo meat
- Leather Yield
- 40 bluefur
Melee Combat
- Attack 1
- Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 3
- Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 3.23
Creation
- Required Research
- Standard mechtech
- Gestation Cycles
- 2
- weaponTags
- MechanoidGunMiniFlameblaster
{{Infobox main|none | name = Scorcher | image = Scorcher east.png | description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame. | type = Mechanoid | movespeed = 4.5 | flammability = 0 | marketvalue = 1200 | armorblunt = 20 | armorsharp = 40 | armorheat = 200 | min comfortable temperature = -100 | max comfortable temperature = 250 | bandwidth = 1 | bodysize = 1 | healthscale = 0.7 | lifespan = | attack1dmg = 12 | attack1type = Blunt | attack1cool = 2 | attack1part = Front left leg | attack2dmg = 12 | attack2type = Blunt | attack2cool = 2 | attack2part = Front right leg | attack3dmg = 8.5 | attack3type = Blunt | attack3cool = 2 | attack3part = head | attack3chancefactor = 0.2 | page verified for version = 1.4.3525 | weaponTags = MechanoidGunMiniFlameblaster <!-- Creation --> | research = Standard mechtech | production facility 1 = Large mech gestator | gestation cycles = 2 | resource 1 = Steel | resource 1 amount = 80 | resource 2 = Plasteel | resource 2 amount = 32 | resource 3 = Component | resource 3 amount = 3 | resource 4 = Standard subcore | resource 4 amount = 1 }}
Example #5
Button-down shirt
A nice-looking collared shirt with buttons.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.26×
- Insulation Factor - Heat
- 0.1×
- Armor Factor - Sharp
- 0.2
- Armor Factor - Blunt
- 0.2
- Armor Factor - Heat
- 0.2
- Clothing For Nudity
- True
- Lifestage
- Adult
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
- Layer
- Skin
- Average DPS
- 3.23
Creation
- Required Research
- Complex clothing
- Work To Make
- 2,700 ticks (45 secs)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- Apparel
- defaultOutfitTags
- Worker, Soldier
- tags
- IndustrialBasic
{{Infobox main | name = Button-down shirt | image = Button-Down_Shirt.png | description = A nice-looking collared shirt with buttons. | type = Gear | type2 = Clothing | tech level = Medieval | hp = 100 | production facility 1 = Hand tailor bench | production facility 2 = Electric tailor bench | research = Complex clothing | work to make = 2700 | resource 1 = Stuff | resource 1 amount = 45 | stuff tags = Leathery, Fabric | insulationheatfactor = 0.1 | insulationcoldfactor = 0.26 | armorsharpfactor = 0.2 | armorbluntfactor = 0.2 | armorheatfactor = 0.2 | lifestage = Adult | clothing for nudity = true | coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | layer = Skin | mass base = 0.3 | thingCategories = Apparel | tags = IndustrialBasic | defaultOutfitTags = Worker, Soldier
Example #6
Chemfuel powered generator
Produces power by consuming chemfuel. Must be periodically refueled by hand.
Base Stats
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Medium
- Power
- 1000 W
- Light Radius
- 3.49
- Heat Per Second
- 6
- Average DPS
- 3.23
Creation
- Required Research
- Electricity
- Skill Required
- Construction 6
- Work To Make
- 2,500 ticks (41.67 secs)
{{infobox main|building| | name = Chemfuel powered generator | image = Chemfuel_powered_generator.png|128px | description = Produces power by consuming chemfuel. Must be periodically refueled by hand. | type = Building | type2 = Power | marketvalue = 139 | placeable = true | path cost = 50 | passability = pass through only | blockswind = true | cover = 1 | minifiable = false | size = 2 ˣ 2 | flammability = 1 | hp = 300 | beauty = -20 | power = 1000 | glowradius = 6 | glowcolor = (80, 112, 180) | heatpersecond = 6 | terrain affordance = medium | research = Electricity | skill 1 = Construction | skill 1 level = 6 | work to make = 2500 | resource 1 = Steel | resource 1 amount = 100 | resource 2 = Component | resource 2 amount = 3
Example #7
Steel
An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
Base Stats
- Stuff Categories
- Metallic
- Stack Limit
- 75
- Mass
- 0.5 kg
- Beauty
- -4
- Rotatable
- False
- Path Cost
- 14
Building
- Terrain Affordance
- Medium
Stat Modifiers
- Beauty Factor
- ×1
- Beauty Offset
- +0
- Work To Make Factor
- ×1
- Work To Build Factor
- ×1
- Max Hit Points
- ×1
- Flammability
- ×0.4
- Armor - Sharp
- ×0.9
- Armor - Blunt
- ×0.45
- Armor - Heat
- ×0.6
- Insulation - Cold
- +3 °C (5.4 °F)
- Insulation - Heat
- +0 °C (0 °F)
- Melee Blunt Damage
- ×1
- Melee Sharp Damage
- ×1
- Melee Cooldown
- ×1
- Door Opening Speed
- ×1
- Rest Effectiveness
- ×1
- Average DPS
- 3.23
- defName
- Steel
- Color
- (102,102,105)
{{Infobox main|metallic | name = Steel | image = Steel b.png | description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines. <!-- Base Stats --> | type = Material | type2 = Metal | stuff category = Metallic | marketvalue = 1.9 | beauty = -4 | mass base = 0.5 | stack limit = 75 | path cost = 14 | rotatable = false | terrain affordance = Medium <!-- Stat Modifiers --> | beauty factor = 1 | beauty offset = 0 | work to build factor = 1 | work to make factor = 1 | max hit points factor = 1 | flammability factor = 0.4 | armor - sharp factor = 0.9 | armor - blunt factor = 0.45 | armor - heat factor = 0.6 | insulation - cold factor = 3 | insulation - heat factor = 0 | melee blunt damage factor = 1 | melee sharp damage factor = 1 | melee cooldown factor = 1 | door opening speed factor = 1 | rest effectiveness factor = 1 <!-- Technical --> | defName = Steel <!-- Unused --> | always haulable = true | color = (102,102,105) | construct effect = ConstructMetal | default color = (255,255,255) | draw gui overlay = true | graphic class = Graphic_Random | graphic path = Things/Item/Resource/Metal | label = steel | parent name = ResourceBase | resource readout priority = Middle | selectable = true | slag def = ChunkSlagSteel | sound drop = Metal_Drop | sound impact stuff = BulletImpactMetal | sound interact = Metal_Drop | sound melee hit blunt = MeleeHit_Metal_Blunt | sound melee hit sharp = MeleeHit_Metal_Sharp | thing class = ThingWithComps | use hit points = false | volume = 1
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