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− | <includeonly>{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} | + | <includeonly><div style="border:2px dotted darkgray; margin-top:0.5em; margin-bottom:1em; padding:0 0.5em;"> |
− | <div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!-- | + | Welcome to the '''RimWorld Wiki sandbox'''!<br /> |
− | --> animal = c_08 |<!--
| + | This sandbox is where you can experiment and practice working on a wiki page. This page will usually have little or no content. Feel free to add content or to make changes and save them to see the results. |
− | --> plant = c_14 |<!--
| + | <p>To learn about editing and formatting start here: [[Help:Contents]]. Just start with the basics... enter some text, and learn the other pieces as you go. |
− | --> weapon = c_06 |<!--
| + | <p>Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.] |
− | --> area = c_11 |<!--
| + | <p>Best wishes! |
− | --> structure = c_02 |<!--
| + | </div></includeonly><noinclude> |
− | --> production = c_25 |<!--
| + | {{documentation}}</noinclude> |
− | --> security = c_10 |<!--
| |
− | --> furniture = c_01 |<!--
| |
− | -->}}}}">
| |
− | <p class="heading">{{#var:Name}}</p>
| |
− | <div class="wrapper">
| |
− | <div class="image_wrapper" title="{{#var:Name}}">[[File:{{{image|{{#var:Name}}}}}|{{{imagesize|}}}|link={{#var:Name}}|{{#var:Name}}]]</div>
| |
− | <p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}</p>{{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}}
| |
− | ----
| |
− | <dl>
| |
− | {{#set:Name = {{#var:Name}} }}
| |
− | ;Type
| |
− | :[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} | –  [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}
| |
− | | |
− | {{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}
| |
− | ;Placeable
| |
− | :{{{placeable|}}}}}
| |
− | | |
− | {{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}
| |
− | ;Rotatable
| |
− | :{{{rotatable|}}}}}
| |
− | | |
− | {{#if: {{{size|}}}|{{#set:Size = {{{size|}}} }}
| |
− | ;Size
| |
− | :{{{size|}}}}}
| |
− | | |
− | {{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}
| |
− | ;Efficiency
| |
− | :{{{efficiency|}}}}}
| |
− | | |
− | {{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}
| |
− | ;HP
| |
− | :{{{hp|}}}}}
| |
− | | |
− | {{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}
| |
− | ;Deterioration Rate
| |
− | :{{{deterioration|}}}}}
| |
− | | |
− | | |
− | | |
− | {{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}
| |
− | ;Beauty
| |
− | :[[Beauty Base::{{{beauty|}}}]]}}
| |
− | | |
− | {{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}
| |
− | ;Mass
| |
− | :{{{mass base|}}} kg}}
| |
− | | |
− | {{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}
| |
− | ;Flammability
| |
− | :{{#expr:{{{flammability|}}}*100}}%}}
| |
− | | |
− | <!-- Apparel-->
| |
− | | |
− | {{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}
| |
− | ;Insulation - Cold
| |
− | :{{{insulationcold|}}}°C}}
| |
− | | |
− | {{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}
| |
− | ;Insulation - Heat
| |
− | :{{{insulationheat|}}}°C}}
| |
− | | |
− | {{#if: {{{insulationcoldfactor|}}}|{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}
| |
− | ;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Cold}}
| |
− | :{{{insulationcoldfactor|}}}x }}
| |
− | | |
− | {{#if: {{{insulationheatfactor|}}}|{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}
| |
− | ;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Heat}}
| |
− | :{{{insulationheatfactor|}}}x }}
| |
− | | |
− | {{#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: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}
| |
− | ;Armor Factor - Blunt
| |
− | :{{{armorbluntfactor|}}}}}
| |
− | | |
− | {{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}
| |
− | ;Armor Factor - Sharp
| |
− | :{{{armorsharpfactor|}}}}}
| |
− | | |
− | {{#if: {{{armorheatfactor|}}}|{{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }}
| |
− | ;Armor Factor - Heat
| |
− | :{{{armorheatfactor|}}}}}
| |
− | | |
− | {{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}
| |
− | ;Pain Shock Threshold
| |
− | :{{{painshockthreshold|}}}%}}
| |
− | | |
− | {{#if: {{{coverage|}}}|{{#set:Coverage = {{{coverage|}}} }}
| |
− | ;Coverage
| |
− | :{{{coverage|}}}}}
| |
− | | |
− | <!-- All pawns (animals, humanoids, mechanoids) --> | |
− | | |
− | | |
− | | |
− | | |
− | | |
− | | |
− | | |
− | {{#ifeq: {{{type|}}} | Animals |
| |
− | {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}
| |
− | {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}
| |
− | {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|
| |
− | }}
| |
− | | |
− | {{#if: {{{bodysize|}}}|
| |
− | {{#set: Body Size = {{{bodysize|}}} }}
| |
− | | |
− | {{#if:
| |
− | {{{massyoung|
| |
− | {{{bodysize|
| |
− | }}}
| |
− | }}}|
| |
− | {{#set: Mass - Young=
| |
− | {{{massyoung|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60/5
| |
− | }}
| |
− | }}}
| |
− | }}
| |
− | ;Mass - Young:
| |
− | {{{massyoung|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60/5
| |
− | }}
| |
− | }}}kg
| |
− | }}
| |
− | | |
− | | |
− | | |
− | | |
− | {{#if:
| |
− | {{{massjuvenile|
| |
− | {{{bodysize|
| |
− | }}}
| |
− | }}}|
| |
− | {{#set: Mass - Juvenile=
| |
− | {{{massjuvenile|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60/2
| |
− | }}
| |
− | }}}
| |
− | }}
| |
− | ;Mass - Juvenile:
| |
− | {{{massjuvenile|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60/2
| |
− | }}
| |
− | }}}kg
| |
− | }}
| |
− | | |
− | | |
− | | |
− | | |
− | {{#if:
| |
− | {{{massadult|
| |
− | {{{bodysize|
| |
− | }}}
| |
− | }}}|
| |
− | {{#set: Mass - Adult=
| |
− | {{{massadult|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60
| |
− | }}
| |
− | }}}
| |
− | }}
| |
− | ;Mass - Adult:
| |
− | {{{massadult|
| |
− | {{#expr:
| |
− | {{{bodysize
| |
− | }}}*60
| |
− | }}
| |
− | }}}kg
| |
− | }}
| |
− | | |
− | | |
− | {{ #if:{{{handleskill|{{{wildness|}}} }}}|{{#ifexpr: {{{wildness|}}} <=0.19|{{#set:Minimum Handling Skill = 0}}|{{#set: Minimum Handling Skill = {{#expr:CEIL(({{{wildness}}} - 0.19) * 9 / 0.769)}} }} }}}
| |
− | ;{{H:title|link=|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}
| |
− | :{{#ifexpr:{{{wildness|}}} <= 0.19|0|{{#expr:CEIL(({{{wildness}}} - 0.19) * 9 / 0.769)}} }} }}
| |
− | | |
− | {{#vardefine: MeatYield | {{{meatyield | {{#expr: 90 * {{{bodysize}}} round 0}}}}} }}
| |
− | {{#set: Meat Yield = {{#var: MeatYield}} }}
| |
− | ;Meat Yield
| |
− | :{{#var: MeatYield}} [[Meat|{{lc:{{#var:MeatName}}}}]]
| |
− | | |
− | {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
| |
− | {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}
| |
− | ;Carrying Capacity
| |
− | :{{#var: CarryingCapacity}}
| |
− | | |
− | <!-- Use leatheryield when set, otherwise (incorrectly in some cases) assume 30 * bodysize -->
| |
− | <!-- See Property:Leather_Yield for details -->
| |
− | {{#vardefine: LeatherYield | {{{leatheryield | {{#expr: 30 * {{{bodysize}}} round 0}} }}} }}
| |
− | {{#set: Leather Yield = {{#var: LeatherYield}} }}
| |
− | ;Leather Yield
| |
− | :{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}
| |
− | | |
− | {{#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 Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}
| |
− | | 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}}{{#ifexpr: {{{bodysize|}}} >= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} >= 0.40|{{#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}}%}}
| |
− | | |
− | {{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}
| |
− | | |
− | {{#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|}}} days}}
| |
− | | |
− | {{#if: {{{wool|}}}|
| |
− | {{#set: Wool Amount = {{{wool|}}}}}
| |
− | {{#vardefine: WoolName | {{{woolnam | {{#var:Name}} wool}}} }}
| |
− | ;Wool Amount
| |
− | :{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]
| |
− | }}
| |
− | | |
− | {{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}
| |
− | {{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}
| |
− | ;Shearing Interval
| |
− | :{{{sheartime|}}} days}}
| |
− | | |
− | {{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}
| |
− | {{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}
| |
− | ;Eggs Per Clutch
| |
− | :{{#show: {{#var:Name}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{#var:Name}}|?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|}}} days}}
| |
− | | |
− | {{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}
| |
− | | |
− | {{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}
| |
− | ;Gestation Period
| |
− | {{#switch: {{{gestation|}}}
| |
− | | N/A = :N/A
| |
− | | 1 = :{{{gestation|}}} day
| |
− | | #default = :{{{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_seaice|}}}|{{#set: Lives in Sea Ice = 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}} }}
| |
− | | |
− | | |
− | <!--Plants-->
| |
− | | |
− | {{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}
| |
− | ;Time to grow
| |
− | :{{{growth time|}}} day(s)}}
| |
− | | |
− | {{#if: {{{yield|}}}|
| |
− | ;Food Yield
| |
− | :{{{yield|}}} [[food|food]]}}
| |
− | | |
− | {{#if: {{{wood|}}}|
| |
− | ;Wood Yield
| |
− | :{{{wood|}}}}}
| |
− | | |
− | | |
− | <!--Buildings-->
| |
− | | |
− | {{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}
| |
− | ;Power
| |
− | :{{{power|}}}W}}
| |
− | | |
− | {{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}
| |
− | | |
− | {{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }} {{#set:Material Name= {{{material name|}}} }}
| |
− | ;Materials
| |
− | :{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16
| |
− | }}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|
| |
− | {{#set:Material 2 Amount = {{{material 2 amount|}}} }} {{#set:Material 2 Name= {{{material 2 name|}}} }}
| |
− | & {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16
| |
− | }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|
| |
− | {{#set:Material 3 Amount = {{{material 3 amount|}}} }} {{#set:Material 3 Name= {{{material 3 name|}}} }}
| |
− | & {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16
| |
− | }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|
| |
− | {{#set:Material 4 Amount = {{{material 4 amount|}}} }} {{#set:Material 4 Name= {{{material 4 name|}}} }}
| |
− | & {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16
| |
− | }} }}
| |
− | }}
| |
− | }}
| |
− | }}
| |
− | | |
− | <!--Floors-->
| |
− | | |
− | {{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}
| |
− | ;Move Speed Factor
| |
− | :{{#expr:{{{speed|}}}*100}}%
| |
− | }}
| |
− | | |
− | <!--Furniture-->
| |
− | | |
− | {{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}
| |
− | ;Immunity Gain Speed Factor
| |
− | :{{{immunity gain speed factor|}}}}}
| |
− | | |
− | {{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}
| |
− | ;Rest Effectiveness
| |
− | :{{{rest effectiveness|}}}}}
| |
− | | |
− | {{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}
| |
− | ;Comfort
| |
− | :{{{comfort|}}}}}
| |
− | | |
− | {{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}
| |
− | ;Comfort Offset
| |
− | :{{{comfort offset|}}}}}
| |
− | | |
− | {{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}
| |
− | ;Cover Effectiveness
| |
− | :{{#expr:{{{cover|}}}*100}}%}}
| |
− | | |
− | <!--Weapons-->
| |
− | | |
− | {{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}
| |
− | ;Class
| |
− | :[[{{{class|}}} Weapons|{{{class|}}}]]
| |
− | }}
| |
− | | |
− | {{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}
| |
− | ;Mode
| |
− | :{{{mode|}}}}}
| |
− | | |
− | {{#if: {{{damage|}}}|
| |
− | {{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}
| |
− | ;Dmg Type
| |
− | :{{{damage type|Sharp }}}
| |
− | | |
− | | |
− | <!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property-->
| |
− | | |
− | {{#ifeq: {{#varexists: MobAverageDPS}}|1|
| |
− | ;Average DPS
| |
− | :{{#var: MobAverageDPS}}
| |
− | {{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}
| |
− | | |
− | {{#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|}}}
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− | |Ranged Cooldown Base = {{{cooldown|}}}
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− | |Weapons/Row/Ranged/NoInclude=False
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− | }} }} |}}
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− | | |
− | ;Damage
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− | :{{{damage|}}}
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− | }}
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− | | |
− | <!-- New melee starting from Beta 18 -->
| |
− | | |
− | {{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|
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− | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}
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− | {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}
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− | {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}
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− | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}
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− | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}
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− | {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}
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− | {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
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− | ;Attack{{#if: {{{meleeattack1dmg|}}}| 1}}
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− | :{{{meleeattack1part|Body part?}}}<br>{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})<br>{{{meleeattack1cool|0}}} seconds cooldown <br>{{{meleeattack1ap|0}}}% armor penetration}}
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− | | |
− | {{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|
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− | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}
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− | {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}
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− | {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}
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− | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}
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− | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}
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− | {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}
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− | {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
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− | ;Attack 2{{#if: {{{meleeattack2dmg|}}}| }}
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− | :{{{meleeattack2part|Body part?}}}<br>{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})<br>{{{meleeattack2cool|0}}} seconds cooldown <br>{{{meleeattack2ap|0}}}% armor penetration}}
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− | | |
− | {{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|
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− | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}
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− | {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}
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− | {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}
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− | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}
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− | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}
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− | {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}
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− | {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
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− | ;Attack 3{{#if: {{{meleeattack3dmg|}}}| }}
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− | :{{{meleeattack3part|Body part?}}}<br>{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})<br>{{{meleeattack3cool|0}}} seconds cooldown <br>{{{meleeattack3ap|0}}}% armor penetration}}
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− | | |
− | {{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|
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− | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}
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− | {{#set:Attack 4 Type = {{{meleeattack4type|}}} }}
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− | {{#set:Attack 4 Part = {{{meleeattack4part|}}} }}
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− | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}
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− | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}
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− | {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}
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− | {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
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− | ;Attack 4{{#if: {{{meleeattack3dmg|}}}| }}
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− | :{{{meleeattack4part|Body part?}}}<br>{{{meleeattack4dmg|?}}} dmg ({{{meleeattack4type|type?}}})<br>{{{meleeattack4cool|0}}} seconds cooldown <br>{{{meleeattack4ap|0}}}% armor penetration}}
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− | | |
− | {{#if: {{{MeleeWeaponAverageDPS|}}}|
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− | ;Melee Average DPS
| |
− | :{{{MeleeWeaponAverageDPS|}}} }}
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− | | |
− | {{#if: {{{MeleeWeaponAverageAP|}}}|
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− | ;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|
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− | {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|
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− | {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|
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− | {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}
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− | | |
− | {{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|
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− | {{#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 ---------- -->
| |
− | | |
− | {{#if: {{{armorPenetration|}}}|
| |
− | ;Armor penetration
| |
− | :{{{armorPenetration|}}}%}}
| |
− | | |
− | {{#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|}}}%
| |
− | }}
| |
− | }}
| |
− | }}
| |
− | }}
| |
− | | |
− | {{#if: {{{accuracyAvg|}}}|
| |
− | ;{{H:title|link=no|Average accuracy of the weapon, taking range into account.|Avg. accuracy}}
| |
− | :{{{accuracyAvg|}}}%}}
| |
− | | |
− | {{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}
| |
− | ;Velocity
| |
− | :{{{velocity|}}} (m/s)}}
| |
− | | |
− | {{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}
| |
− | ;Burst Count
| |
− | :{{{burst|}}} (per burst)}}
| |
− | | |
− | {{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}
| |
− | ;{{H:title|link=no|Time between shots in a single burst|Burst Ticks}}
| |
− | :{{ticks|{{{burstTicks|}}}}}}}
| |
− | | |
− | {{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}
| |
− | ;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}
| |
− | :{{{missRadius|}}} tile(s)}}
| |
− | | |
− | {{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{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)) * ({{{accuracyAvg|}}} / 100)) round2 }})}}}}}}}}
| |
− | {{#set:Maximum 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 }}}}
| |
− | {{#set:Avarage DPS={{#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)) * ({{{accuracyAvg|}}} / 100)) round 2 }}}}}}}}}}}}
| |
− | }}
| |
− | | |
− | {{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}
| |
− | ;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}
| |
− | :{{{stoppingPower|}}}}}
| |
− | | |
− | {{#if: {{{buy|}}}|
| |
− | ;Buy
| |
− | :{{{buy|}}}}}
| |
− | | |
− | {{#if:{{{sell|}}}|
| |
− | {{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}
| |
− | ;Sell
| |
− | :{{{sell|}}}}}
| |
− | | |
− | <!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --> | |
− | {{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}
| |
− | ;Work To Make
| |
− | :{{ticks|{{{work to make|}}}}}
| |
− | }}
| |
− | | |
− | {{#if: {{{resources to make|}}}|
| |
− | ;Resources to make
| |
− | :{{{resources to make|}}}
| |
− | }}
| |
− | | |
− | {{#if: {{{deconstruct yield|}}}|
| |
− | ;{{H:title|link=no|Resources recovered when deconstructing|Deconstruct yield}}
| |
− | :{{{deconstruct yield|}}}
| |
− | }}
| |
− | | |
− | <br style="clear: both; height: 0px;" />
| |
− | </dl></div></div>
| |
− | </includeonly> | |
− | <noinclude> | |
− | {{documentation}} | |
− | [[Category:Template Infobox]]
| |
− | </noinclude> | |