Difference between revisions of "Template:Weapon Stats Table/Melee/Row"

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(Swapping from material toggle to quality toggle because quality shrinks table the most when collapsed while still providing the most info)
(Added DLC Icons to materials)
 
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<includeonly>|- {{#ifeq: {{#var:quality}} | Normal || class="mw-collapsible mw-collapsed" id="mw-customcollapsible-collapseQuality"
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<includeonly><tr {{#ifeq: {{#var:quality}} | Normal || {{#if: {{#var:stufftags}}|{{#if:{{#var:hasQuality}}|class="mw-collapsible mw-collapsed" id="mw-customcollapsible-collapseQuality{{#replace:{{#var:name}}|<nowiki> </nowiki>}}"}} }} }}>
! style="text-align:left;" | {{#var:quality}}  
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{{#if: {{#var:hasQuality}} | ! style="text-align:left;" data-sort-value="{{#var:qualitySort}};" {{!}} {{#var:quality}} }}
! style="text-align:left;" data-sort-value="{{{1|}}}"| {{Icon Small|{{{1|}}} }} [[{{{1|}}}]]
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{{#if: {{#var:stufftags}} | ! style="text-align:left;" data-sort-value="{{{1|}}}" {{!}} {{Icon Small|{{{1|}}} }} {{DLC Icons|{{{1|}}} }} }}
| {{True Melee DPS Calculator|{{#var:name}}|{{{1|Steel}}}|{{#var:quality}} }}
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{{!}} {{True Melee DPS Calculator|{{#var:name}}|{{{1|}}}|{{#var:quality}}|Human}}
| {{#var:trueAP}}%
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{{!}} {{#var:trueAP}}%
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none none none solid;"> {{#var: attack1Damage}} </td>
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{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none none none solid;" {{!}} {{#expr: {{#var:attack1Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack1Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack1AP}}}}% </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack1Damage}}/({{#var:attack1Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1Damage}}/{{#var:attack1Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack1SelectionChance}} round 2}}% </td>
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{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack1SelectionChance}}|2}}
{{#if: {{Q|{{#var:name}}|Attack 2 Damage}}|
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{{#if: {{#var:attack2Damage}} |
<td {{#var:collapseA}}> {{#var: attack2Damage}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack2Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack2AP}}}}% </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack2Damage}}/({{#var:attack2Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Damage}}/{{#var:attack2Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;">{{#expr: 100*{{#var:attack2SelectionChance}} round 2}}% </td>
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{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack2SelectionChance}}|2}}
}}{{#if: {{Q|{{#var:name}}|Attack 3 Damage}}|
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{{#if: {{#var:attack3Damage}} |
<td {{#var:collapseA}}> {{#var: attack3Damage}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack3Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack3AP}}}}% </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack3Damage}}/({{#var:attack3Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Damage}}/{{#var:attack3Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack3SelectionChance}} round 2}}% </td>
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{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack3SelectionChance}}|2}}
}}{{#if: {{Q|{{#var:name}}|Attack 4 Damage}}|
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{{#if: {{#var:attack4Damage}} |
<td {{#var:collapseA}}> {{#var: attack4Damage}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack4Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack4AP}}}}% </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack4Damage}}/({{#var:attack4Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
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{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Damage}}/{{#var:attack4Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack4SelectionChance}} round 2}}%}} </td>
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{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack4SelectionChance}}|2}}
| {{#expr:{{Q|{{{1|Steel}}}|Max Hit Points Factor}}*{{#var:HP}} }}
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}} }} }}
| {{Market Value Calculator|{{#var:name}}|{{{1|Steel}}}|{{#var:quality}} }} {{Icon Small|silver}}</includeonly>
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<!-- Human left & right fist attack. For a baseline human they are identical. -->
<noinclude>
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| {{#var:collapseA}} | {{#var:attack5Damage}}
{{Documentation}}
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| {{#var:collapseA}} | {{#var:attack5Cooldown}}s
</noinclude>
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| {{#var:collapseA}} | {{#var:attack5AP}}%
 +
| {{#var:collapseA}} | {{#expr: {{#var:attack5Damage}}/{{#var:attack5Cooldown}} round 2}}
 +
| {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" | '''2×''' {{%|{{#var:attack5SelectionChance}}|2}}
 +
<!-- The human head and teeth attacks are irrelevant in all cases -->
 +
<!-- End columns -->
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| {{#expr: {{Q|{{{1|}}}|Max Hit Points Factor|1}} * {{#var:HP}} }}
 +
| {{Market Value Calculator|{{#var:name}}|{{{1|}}}|{{#var:quality}} }} {{Icon Small|silver}}
 +
</tr></includeonly><noinclude>{{Documentation}}</noinclude>

Latest revision as of 17:33, 14 April 2024

Documentation icon Template documentation[view] [edit] [history] [purge]

Summary[edit]

This template is part of the following system generating tables for all weapons:

This template relies on a lot of variables defined in Template:Weapon Stats Table/Melee. If you want to use this template separately, you'll have to define them as well.

Usage[edit]

You can call this template simply with:

{{Weapon Stats Table/Melee/Row}}

Optionally you can give a material as the first parameter:

{{Weapon Stats Table/Melee/Row|Steel}}

Examples[edit]

Longsword[edit]


A weapon with quality and with materials:

{{Weapon Stats Table/Melee|Longsword}}

Deactivated since the page would be to big.

Persona monosword[edit]


A weapon with quality but without materials:

{{Weapon Stats Table/Melee|Persona monosword}}
Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Persona monosword Persona monosword Handle (Blunt) Point (Stab) Edge (Cut) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 11.63 57.6% 9.6 1.6s 14.4% 6 25% 21.6 1.6s 72% 13.5 37.5% 21.6 1.6s 72% 13.5 37.5% 8.2 2s 12% 4.1 0% 100 1500 Silver
    Poor 13.08 64.8% 10.8 1.6s 16.2% 6.75 25% 24.3 1.6s 81% 15.19 37.5% 24.3 1.6s 81% 15.19 37.5% 8.2 2s 12% 4.1 0% 100 2250 Silver
    Normal 14.53 72% 12 1.6s 18% 7.5 25% 27 1.6s 90% 16.88 37.5% 27 1.6s 90% 16.88 37.5% 8.2 2s 12% 4.1 0% 100 3000 Silver
    Good 15.98 79.2% 13.2 1.6s 19.8% 8.25 25% 29.7 1.6s 99% 18.56 37.5% 29.7 1.6s 99% 18.56 37.5% 8.2 2s 12% 4.1 0% 100 3500 Silver
    Excellent 17.44 86.4% 14.4 1.6s 21.6% 9 25% 32.4 1.6s 108% 20.25 37.5% 32.4 1.6s 108% 20.25 37.5% 8.2 2s 12% 4.1 0% 100 4000 Silver
    Masterwork 24.47 130.5% 17.4 1.6s 26.1% 10.88 0% 39.15 1.6s 130.5% 24.47 50% 39.15 1.6s 130.5% 24.47 50% 8.2 2s 12% 4.1 0% 100 5000 Silver
    Legendary 27.84 148.5% 19.8 1.6s 29.7% 12.38 0% 44.55 1.6s 148.5% 27.84 50% 44.55 1.6s 148.5% 27.84 50% 8.2 2s 12% 4.1 0% 100 6000 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Club[edit]


    A weapon without quality but with materials:

    {{Weapon Stats Table/Melee|Club}}
    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Club Club Handle (Poke) Head (Blunt) Human: Left & right fist (Blunt) HP Value
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Bioferrite Bioferrite Content added by the Anomaly DLC 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 200 41 Silver
    Gold Gold 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 60 4005 Silver
    Granite blocks Granite blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 170 42 Silver
    Limestone blocks Limestone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 155 42 Silver
    Marble blocks Marble blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 120 41 Silver
    Plasteel Plasteel 6.9 17.15% 8.1 1.6s 11.7% 5.06 8.33% 12.6 1.6s 18.9% 7.88 75% 8.2 2s 12% 4.1 8.33% 280 370 Silver
    Sandstone blocks Sandstone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 140 41 Silver
    Silver Silver 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 70 405 Silver
    Slate blocks Slate blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 130 42 Silver
    Steel Steel 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 100 80 Silver
    Jade Jade 7.3 27.25% 13.5 2.6s 19.5% 5.19 8.33% 21 2.6s 31.5% 8.08 75% 8.2 2s 12% 4.1 8.33% 50 205 Silver
    Uranium Uranium 8.42 27.25% 13.5 2.2s 19.5% 6.14 8.33% 21 2.2s 31.5% 9.55 75% 8.2 2s 12% 4.1 8.33% 250 250 Silver
    Wood Wood 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 65 51 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Thrumbo horn[edit]


    A weapon without quality and without materials:

    {{Weapon Stats Table/Melee|Thrumbo horn}}
    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Thrumbo horn Thrumbo horn Point (Stab) Point (Scratch) Base (Blunt) Human: Left & right fist (Blunt) HP Value
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    9.44 34.63% 28 2.6s 42% 10.77 37.5% 28 2.6s 42% 10.77 37.5% 9 2s 13.5% 4.5 8.33% 8.2 2s 12% 4.1 8.33% 150 800 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder