Difference between revisions of "User:Theaetetus/sandbox2"

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<div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!--
+
==Bulk Goods Trader==
--> animal = c_08 |<!--
+
'''Bulk Goods Traders''' deal in general building resources such as [[wood]] and [[steel]]. Also sells [[beer]], [[chocolate]], and [[medicine]]. Sometimes carries [[animals]] including pets and farm animals.
--> plant = c_14 |<!--
 
--> weapon = c_06 |<!--
 
--> area = c_11 |<!--
 
--> structure = c_02 |<!--
 
--> production = c_25 |<!--
 
--> security = c_10 |<!--
 
--> furniture = c_01 |<!--
 
-->}}}} {{#if:{{{2|}}}|{{{2}}}}}">
 
<p class="heading">{{{name|{{BASEPAGENAME}}}}}</p>
 
<div class="wrapper">
 
<div class="image_wrapper" title="{{{name|{{BASEPAGENAME}}}}}">{{#if:{{{image|}}}|[[File:{{{image|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}</div>
 
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}</p>
 
----
 
<dl>
 
;Type
 
:[[{{{type}}}]]{{#if: {{{type2|}}} | &#32;&ndash;&#32; [[{{{type2}}}]] }}
 
  
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}
+
<!--
;Placeable
+
Current as of: Alpha 13
:{{{placeable|}}}}}
+
Source: Mods/Core/Defs/TraderKindDefs/TraderKinds_Orbital_Misc.xml
 +
Section: <defName>Orbital_Misc_CombatSupplier</defName>
 +
-->
  
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}
+
'''Individual items:'''
;Rotatable
+
{| {{STDT|sortable c_03}}
:{{{rotatable|}}}}}
+
! Name !! Price !! Min Stock !! Max Stock !! Avg Stock
 +
|-
 +
! [[Silver]]
 +
| N/A || 4000 || 6000 || 5000
 +
|-
 +
! [[Component]]
 +
| normal || 5 || 30 || 17.5
 +
|-
 +
! [[Steel]]
 +
| cheap || 800 || 1500 || 1150
 +
|-
 +
! [[Wood]]
 +
| cheap || 800 || 1500 || 1150
 +
|-
 +
! [[Plasteel]]
 +
| cheap || 300 || 700 || 500
 +
|-
 +
! [[Cloth]]
 +
| normal || 0 || 600 || 400
 +
|-
 +
! [[Chocolate]]
 +
| random || 0 || {{icon|silver|2000}} worth || {{icon|silver|650}} worth
 +
|-
 +
! [[Beer]]
 +
| random || 0 || {{icon|silver|2000}} worth || {{icon|silver|650}} worth
 +
|-
 +
! [[Medicine]]
 +
| expensive || 10 || 30 || 20
 +
|-
 +
|}
  
 
+
'''Groups of items:'''
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&nbsp;ˣ&nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}
+
{| {{STDT|sortable c_03}}
;Size
+
! Group !! Price !! Min Stock !! Max Stock !! Avg Stock !! Items
:{{#show: {{PAGENAME}} |?Size |link=none}}
+
|-
}}
+
! Textiles
 
+
| cheap || 1 kind<br>2200 silver total || 2 kinds<br>4000 silver total || 1.5 kinds<br>3300 silver total || {{Trade row/textiles}}
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}
+
|-
;HP
+
! Raw resources
:{{{hp|}}}}}
+
| cheap || 2 kinds<br>1500 silver total || 4 kinds<br>3000 silver total || 3 kinds<br>2250 silver total || {{Trade row/textiles}}
 
+
|-
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}
+
! Raw food
;[[Beauty]]
+
| cheap || 2 kinds<br>1600 silver total || 8 kinds<br>5000 silver total || 5 kinds<br>3300 silver total || {{Trade row/textiles}}
:[[Beauty Base::{{{beauty|}}}]]}}
+
|-
 
+
! Meals
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}
+
| cheap || 1 kind<br>500 silver total || 2 kinds<br>1500 silver total || 1.5 kinds<br>1000 silver total || {{Trade row/textiles}}
 
+
|-
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}
+
! Standard animals
;Move Speed
+
| random || 2 kinds<br>10 qty total || 4 kinds<br>20 qty total || 3 kinds<br>15 qty total || {{Trade row/textiles}}
:{{{walkSpeed|}}}}}
+
|-
 
+
|}
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}
 
;Move Speed
 
:{{{movespeed|}}}}}
 
 
 
{{#if: {{{speed|}}}|{{#set:Move Speed Base = {{{speed|}}} }}
 
;Move Speed
 
:{{{speed|}}}}}
 
 
 
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|
 
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}
 
  {{#set:Attack 1 Type = {{{attack1type|}}} }}
 
  {{#set:Attack 1 Part = {{{attack1part|}}} }}
 
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}
 
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}
 
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}
 
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}
 
:{{{attack1part|Body part?}}}<br>{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})<br>{{ticks|{{{attack1cool|0}}}}} }}<!--
 
-->{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}<br>Stun for {{ticks|{{{attack1stun|0}}} }} }}
 
 
 
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|
 
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}
 
  {{#set:Attack 2 Type = {{{attack2type|}}} }}
 
  {{#set:Attack 2 Part = {{{attack2part|}}} }}
 
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}
 
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}
 
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}
 
;Attack 2
 
:{{{attack2part|Body part?}}}<br>{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})<br>{{ticks|{{{attack2cool|0}}}}} }}<!--
 
-->{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}<br>Stun for {{ticks|{{{attack2stun|0}}} }} }}
 
 
 
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|
 
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}
 
  {{#set:Attack 3 Type = {{{attack3type|}}} }}
 
  {{#set:Attack 3 Part = {{{attack3part|}}} }}
 
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}
 
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}
 
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}
 
;Attack 3
 
:{{{attack3part|Body part?}}}<br>{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})<br>{{ticks|{{{attack3cool|0}}}}} }}<!--
 
-->{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}<br>Stun for {{ticks|{{{attack3stun|0}}} }} }}
 
 
 
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|
 
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}
 
  {{#set:Attack 4 Type = {{{attack4type|}}} }}
 
  {{#set:Attack 4 Part = {{{attack4part|}}} }}
 
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}
 
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}
 
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}
 
;Attack 4
 
:{{{attack4part|Body part?}}}<br>{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})<br>{{ticks|{{{attack4cool|0}}}}} }}<!--
 
-->{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}<br>Stun for {{ticks|{{{attack4stun|0}}} }} }}
 
 
 
{{#ifeq: {{#varexists: Attack4DPS}}|1|
 
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 round 2}} }}|
 
  {{#ifeq: {{#varexists: Attack3DPS}}|1|
 
    {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 round 2}} }}|
 
    {{#ifeq: {{#varexists: Attack2DPS}}|1|
 
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 round 2}} }}|
 
      {{#vardefine: MobAverageDPS | {{#var: Attack1DPS}} }} }} }} }}
 
{{#set: Mob Average DPS | {{#var: MobAverageDPS}} }}
 
 
 
{{#ifeq: {{#varexists: MobAverageDPS}}|1|
 
;Average DPS
 
:{{#var: MobAverageDPS}}}}
 
 
 
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}
 
;Damage
 
:{{{mobdamage|}}}}}
 
 
 
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}
 
;Damage Type
 
:{{{mobdamagetype|}}}}}
 
 
 
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}
 
;Damage
 
:{{{mobdamage2|}}}}}
 
 
 
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}
 
;Damage Type
 
:{{{mobdamagetype2|}}}}}
 
 
 
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}
 
;Damage
 
:{{{mobdamage3|}}}}}
 
 
 
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}
 
;Damage Type
 
:{{{mobdamagetype3|}}}}}
 
 
 
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}
 
 
 
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}
 
;Armor - Blunt
 
:{{{armorblunt|}}}}}
 
 
 
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}
 
;Armor - Sharp
 
:{{{armorsharp|}}}}}
 
 
 
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}
 
;Armor - Heat
 
:{{{armorheat|}}}}}
 
 
 
{{#if: {{{bodysize|}}}{{{meatyield|}}}|
 
;Meat Yield
 
}}
 
 
 
{{#if: {{{bodysize|}}}|
 
  {{#set: Body Size = {{{bodysize|}}} }}
 
  ;Meat Yield
 
  <!-- This section only for when meat yield is overridden in the XML def-->
 
  <!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified -->
 
  {{#if: {{{meatyield|}}}|
 
    {{#set: Meat Yield = {{{meatyield|}}} }}
 
    :{{{meatyield|}}}|
 
  <!-- Section end -->
 
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}
 
    {{#set: Meat Yield = {{#var: MeatYield}} }}
 
    :{{#var: MeatYield}}}}
 
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
 
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}
 
  ;Carrying Capacity
 
  :{{#var: CarryingCapacity}}
 
  {{#if: {{{leathername|}}}|
 
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}
 
    {{#set: Leather Yield = {{#var: LeatherYield}} }}
 
    ;Leather Yield
 
    :{{#var: LeatherYield}}}}}}
 
 
 
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}
 
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}
 
:{{#expr: {{{manhunter|}}} * 100}}%}}
 
 
 
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}
 
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}
 
:{{#expr: {{{manhuntertame|}}} * 100}}%}}
 
 
 
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}
 
;Hunger Rate
 
:{{{hungerrate|}}}}}
 
 
 
{{#if: {{{diet|}}}|{{#set:Diet = {{{diet|}}} }}
 
;Diet
 
:{{{diet|}}}}}
 
 
 
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}
 
;Life Expectancy
 
:{{{lifespan|}}}}}
 
 
 
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}
 
;Trainable Intelligence
 
:{{{trainable|}}}
 
{{#switch: {{{trainable|}}}
 
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}
 
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}
 
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}
 
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} >= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} >= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}
 
}}
 
}}
 
 
 
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}
 
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}
 
:{{{handleskill|}}}}}
 
 
 
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}
 
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}
 
:{{#expr: {{{wildness|}}} * 100 round0}}%}}
 
 
 
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}
 
;Milk Amount
 
:{{{milk|}}} }}
 
 
 
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}
 
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}
 
;Milking Interval
 
:{{{milktime|}}}&nbsp;days}}
 
 
 
{{#if: {{{wool|}}}|{{#set: Wool Amount = {{{wool|}}} }}
 
;Wool Amount
 
:{{{wool|}}} }}
 
 
 
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}
 
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}
 
;Shearing Interval
 
:{{{sheartime|}}}&nbsp;days}}
 
 
 
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}
 
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}
 
;Eggs Per Clutch
 
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}
 
 
 
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}
 
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}
 
;Egg Laying Interval
 
:{{{eggtime|}}}&nbsp;days}}
 
 
 
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}
 
 
 
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}
 
;Gestation Period
 
:{{{gestation|}}} days}}
 
 
 
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}
 
;Offspring Per Birth
 
:{{{offspring|}}} }}
 
 
 
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}
 
;Maturity Age
 
:{{{maturityage|}}} }}
 
 
 
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}
 
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}
 
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}
 
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}
 
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}
 
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}
 
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}
 
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}
 
 
 
{{#if: {{{marketvalue|}}}|{{#set: Market Value = {{{marketvalue|}}} }}
 
;Market Value
 
:{{{marketvalue|}}}&nbsp;{{Icon Small|silver}} }}
 
 
 
{{#if: {{{time|}}}|{{#set:Grow Days = {{{time|}}} }}
 
;Time to grow
 
:{{{time|}}} day(s)}}
 
 
 
{{#if: {{{yield|}}}|
 
;Food Yield
 
:{{{yield|}}} [[food|food]]}}
 
 
 
{{#if: {{{wood|}}}|
 
;Wood Yield
 
:{{{wood|}}}}}
 
 
 
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}
 
;Power
 
:{{{power|}}}W}}
 
 
 
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} }}
 
;Class
 
:[[{{{class|}}}]]}}
 
 
 
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}
 
;Mode
 
:{{{mode|}}}}}
 
 
 
<!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property-->
 
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |
 
{{#set:Melee Damage Base = {{{damage|}}}
 
|Melee Warmup = {{{warmup|}}}
 
|Melee Cooldown Base = {{{cooldown|}}}
 
}}
 
|
 
{{#set:Damage Base = {{{damage|}}}
 
|Aiming Time Base = {{{warmup|}}}
 
|Ranged Cooldown Base = {{{cooldown|}}}
 
}} }} |}}
 
 
 
{{#if: {{{damage|}}}|
 
;Damage
 
:{{{damage|}}}}}
 
 
 
{{#if: {{{warmup|}}}|
 
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}
 
:{{ticks|{{{warmup|}}}}}}}
 
 
 
{{#if: {{{cooldown |}}}|
 
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}
 
:{{ticks|{{{cooldown|}}}}}}}
 
 
 
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}
 
;Range
 
:{{{range|}}} tile(s)}}
 
 
 
{{#if: {{{minrange|}}}|
 
;Minimum Range
 
:{{{minrange|}}} tiles}}
 
 
 
{{#if: {{{accuracy|}}}|
 
;Accuracy
 
:{{{accuracy|}}}}}
 
 
 
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}   
 
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }} 
 
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}     
 
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}
 
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}
 
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
 
;Average Acc.
 
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%
 
}}   
 
}}
 
}}
 
}}
 
 
 
 
 
 
 
 
 
 
 
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}
 
;Velocity
 
:{{{velocity|}}} (m/s)}}
 
 
 
{{#if: {{{burst|}}}|
 
;Burst Count
 
:{{{burst|}}} (per burst)}}
 
 
 
{{#if: {{{burstTicks|}}}|
 
;{{H:title|link=no|Time between shots|Burst Ticks}}
 
:{{ticks|{{{burstTicks|}}}}}}}
 
 
 
{{#if: {{{missRadius|}}}|
 
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}
 
:{{{missRadius|}}} tile(s)}}
 
 
 
{{#if: {{{blastRadius|}}}|
 
;Blast Radius
 
:{{{blastRadius|}}}}}
 
 
 
{{
 
#if: {{{DPS|}}}|
 
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}
 
:{{ #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: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})
 
}}
 
}}
 
}}
 
}}
 
}}
 
 
 
{{#if: {{{buy|}}}|
 
;Buy
 
:{{{buy|}}}}}
 
 
 
{{#if:{{{sell|}}}|
 
;Sell
 
:{{{sell|}}}}}
 
 
 
<br style="clear: both; height: 0px;" />
 
</dl></div></div>
 
 
 
<noinclude>
 
{{{{BASEPAGENAME}}/doc}}
 
[[Category:Template Infobox]]
 
</noinclude>
 

Latest revision as of 09:55, 23 October 2022

Bulk Goods Trader[edit]

Bulk Goods Traders deal in general building resources such as wood and steel. Also sells beer, chocolate, and medicine. Sometimes carries animals including pets and farm animals.


Individual items:

Name Price Min Stock Max Stock Avg Stock
Silver N/A 4000 6000 5000
Component normal 5 30 17.5
Steel cheap 800 1500 1150
Wood cheap 800 1500 1150
Plasteel cheap 300 700 500
Cloth normal 0 600 400
Chocolate random 0 Silver 2000 worth Silver 650 worth
Beer random 0 Silver 2000 worth Silver 650 worth
Medicine expensive 10 30 20

Groups of items:

Group Price Min Stock Max Stock Avg Stock Items
Textiles cheap 1 kind
2200 silver total
2 kinds
4000 silver total
1.5 kinds
3300 silver total
Raw resources cheap 2 kinds
1500 silver total
4 kinds
3000 silver total
3 kinds
2250 silver total
Raw food cheap 2 kinds
1600 silver total
8 kinds
5000 silver total
5 kinds
3300 silver total
Meals cheap 1 kind
500 silver total
2 kinds
1500 silver total
1.5 kinds
1000 silver total
Standard animals random 2 kinds
10 qty total
4 kinds
20 qty total
3 kinds
15 qty total