Difference between revisions of "User:Dr. Strangelove/Template:Infobox/sandbox"

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(Created page with "<includeonly>{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} <div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!-- --> animal = c_08 |<!-- --> plant = c_14 |<...")
 
m (Replaced content with "{{#invoke:Test|print}}")
Tag: Replaced
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<includeonly>{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} <div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!--
+
{{#invoke:Test|print}}
--> animal = c_08 |<!--
 
--> plant = c_14 |<!--
 
--> weapon = c_06 |<!--
 
--> area = c_11 |<!--
 
--> structure = c_02 |<!--
 
--> production = c_25 |<!--
 
--> 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|250px}}}|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}} }}
 
 
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important'>'''Base Stats'''</p>
 
<dl>
 
;Type
 
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&#32;&ndash;&#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}
 
 
 
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}
 
;HP
 
:{{{hp|}}}}}
 
 
 
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}
 
;Deterioration Rate
 
:{{{deterioration|}}}}}
 
 
 
<!-- 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|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}
 
;Market Value
 
:{{Market Value | {{{marketvalue|}}}}}&nbsp;{{Icon Small|silver}} | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#set: Market Value Base = {{Market Value Calculator}} }} {{#set: Calculated Market Value  = True }}
 
;Market Value
 
:{{Market Value | {{Market Value Calculator}}}}&nbsp;{{Icon Small|silver}}  {{H:title|link=no|This value is automatically calculated by the wiki and may not be correct|<sup>[Note]</sup>}} }} }} }}
 
}}
 
 
 
{{#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}}%}}
 
 
 
{{#if: {{{path cost|}}}|{{#set:Path Cost = {{{path cost|}}} }}
 
;Path Cost
 
:{{{path cost|}}}}}
 
 
 
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}
 
;Class
 
:[[{{{class|}}} Weapons|{{{class|}}}]]
 
}}
 
 
 
<!---Building--->
 
 
 
{{#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|}}}}}
 
 
 
<!-- Apparel-->
 
{{#if:  {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}}  {{{coverage|}}} {{{layer|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Apparel'''</p>
 
<dl>
 
}}
 
 
 
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}
 
;Insulation - Cold
 
:{{{insulationcold|}}}&deg;C}}
 
 
 
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}
 
;Insulation - Heat
 
:{{{insulationheat|}}}&deg;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: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}
 
;Armor - Sharp
 
:{{{armorsharp|}}}%}}
 
 
 
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}
 
;Armor - Blunt
 
:{{{armorblunt|}}}%}}
 
 
 
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}
 
;Armor - Heat
 
:{{{armorheat|}}}%}}
 
 
 
{{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}
 
;Armor Factor - Sharp
 
:{{{armorsharpfactor|}}}}}
 
 
 
{{#if: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}
 
;Armor Factor - Blunt
 
:{{{armorbluntfactor|}}}}}
 
 
 
{{#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|}}}}}
 
 
 
{{#if: {{{layer|}}}|{{#set:layer= {{{layer|}}} }}
 
;Layer
 
:{{{layer|}}}}}
 
 
 
<!-- All pawns (animals, humanoids, mechanoids) -->
 
<!-- Animal Health --->
 
{{#if:  {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}}  {{{healthscale|}}} {{{bodysize|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{nuzzleMtb|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Pawn Stats'''</p>
 
<dl>
 
}}
 
 
 
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}
 
 
 
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}
 
;Move Speed
 
:{{{movespeed|}}}}}
 
 
 
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/5}}}}} }}
 
;Mass - Young
 
:{{{massyoung|{{#expr:{{{massadult}}}/5}}}}} kg}}
 
 
 
{{#if: {{{massjuvenile|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}
 
;Mass - Juvenile
 
:{{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} kg}}
 
 
 
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}
 
;Mass - Adult
 
:{{{massadult|}}} kg}}
 
 
 
{{#if: {{{healthscale|}}}|{{#set: Health Scale = {{{healthscale|}}} }}
 
;Health Scale
 
:{{{healthscale|}}}
 
}}
 
 
 
{{#if: {{{bodysize|}}}|{{#set:Body Size = {{{bodysize|}}} }}
 
;Body Size
 
:{{{bodysize|}}}
 
 
 
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
 
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}
 
;Carrying Capacity
 
:{{#var: CarryingCapacity}}
 
 
 
  {{#vardefine: FilthRate | {{#expr: 1.25 * {{{bodysize|}}} * {{#if: {{{petness|}}}|{{#expr: 1 - {{{petness|}}} }}|1}} round2}} }}
 
  {{#set: Animal Filth Rate = {{#var: FilthRate}} }}
 
;{{H:title|link=no|The average amount of filth produced on constructed floors per 1000 cells walked by this creature.|Filth Rate}}
 
:{{#var: FilthRate}}
 
}}
 
 
 
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}
 
;{{H:title|link=no|Nutrition lost per day.|Hunger Rate}}
 
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} }}
 
 
 
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}
 
;Diet
 
:{{{diet|}}}}}
 
 
 
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}
 
;Life Expectancy
 
:{{{lifespan|}}}}}
 
 
 
{{#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: {{{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: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}
 
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}
 
:{{#expr: {{{wildness|}}} * 100 round0}}%
 
 
 
  {{#vardefine: MinHandlingSkill |
 
    {{#ifexpr:
 
      {{{wildness|}}} < .2|0
 
      |{{#ifexpr: {{{wildness|}}} < .45|1
 
      |{{#ifexpr: {{{wildness|}}} < .55|4
 
      |{{#ifexpr: {{{wildness|}}} < .75|5
 
      |{{#ifexpr: {{{wildness|}}} < .8|7
 
      |{{#ifexpr: {{{wildness|}}} < .9|8
 
      |{{#ifexpr: {{{wildness|}}} < .97|9
 
      |10}} }} }} }} }} }} }} }}
 
  {{#set:Minimum Handling Skill = {{#var: MinHandlingSkill}} }}
 
  {{#ifeq: {{#var: MinHandlingSkill}}|0||
 
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}
 
:{{#var: MinHandlingSkill}} }}
 
}}
 
 
 
{{#if: {{{petness|}}}|{{#set: Petness = {{{petness|}}} }} }}
 
 
 
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}
 
 
 
{{#if: {{{nuzzleMtb|}}}|{{#set: Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }}
 
;{{H:title|link=no|How often an animal will nuzzle friendly colonists, on average.|Nuzzle Interval}}
 
{{#ifexpr: {{{nuzzleMtb|}}} <= 24
 
  |{{#switch: {{{nuzzleMtb|}}}
 
    |24 = :1&nbsp;day
 
    |1 = :1&nbsp;hour
 
    |#default = :{{{nuzzleMtb|}}}&nbsp;hours}}
 
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&nbsp;days}} }}
 
 
 
 
 
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}
 
;Maturity Age
 
:{{{maturityage|}}} years {{#ifexpr: {{{maturityage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}}|R}}*60)round 0}} }} days) }} |}}
 
 
 
{{#if: {{{min comfortable temperature|}}}|{{#set: Min Comfortable Temperature = {{{min comfortable temperature|}}} }}
 
{{#if: {{{max comfortable temperature|}}}|{{#set: Max Comfortable Temperature = {{{max comfortable temperature|}}} }}
 
;Comfortable Temp Range
 
:{{{min comfortable temperature|}}}&deg;C - {{{max comfortable temperature|}}}&deg;C}}
 
}}
 
 
 
{{#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}} }}
 
 
 
{{#if:  {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}}  {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Production'''</p>
 
<dl>
 
}}
 
 
 
{{#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: {{#var:LeatherName }}|
 
  {{#set: Leather Name =  {{#var:LeatherName}}}} }}
 
 
 
{{#if: {{{bodysize|}}}|
 
 
 
{{#if:{{#var:MeatName}}|{{#vardefine: MeatYield | {{{meatyield | {{#expr: 90 * {{{bodysize}}} round 0}}}}} }}
 
  {{#set: Meat Yield = {{#var: MeatYield}} }}
 
;Meat Yield
 
:{{#var: MeatYield}}  [[Meat|{{lc:{{#var:MeatName}}}}]]}}
 
 
 
  <!-- Use leatheryield when set, otherwise (incorrectly in some cases) assume 30 * bodysize -->
 
  <!-- See Property:Leather_Yield for details -->
 
{{#if:{{#var:LeatherName}}|{{#vardefine: LeatherYield | {{{leatheryield | {{#expr: 30 * {{{bodysize}}} round 0}} }}} }}
 
  {{#set: Leather Yield = {{#var: LeatherYield}} }}
 
;Leather Yield
 
:{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}
 
}}
 
 
 
{{#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|}}}}}
 
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}
 
  {{#set: Wool Name =  {{#var:WoolName}}}}
 
;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|}}}&nbsp;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|}}}&nbsp;days}}
 
 
 
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}
 
 
 
{{#if: {{{eggs_unfertilized|}}}|{{#set: Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }}
 
;Can Lay Unfertilized Eggs
 
:{{{eggs_unfertilized|}}} }}
 
 
 
{{#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|}}} }}
 
 
 
<!--Buildings-->
 
 
 
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}
 
;Power
 
:{{{power|}}}W}}
 
 
 
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}
 
 
 
<!--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}}%}}
 
 
 
 
 
<!--Plants-->
 
{{#if: {{{grow days|}}} {{{sow work|}}}  {{{harvest work|}}} {{{product|}}}  {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Plant Stats'''</p>
 
<dl>
 
}}
 
 
 
{{#if: {{{grow days|}}}|{{#set:Grow Days = {{{grow days|}}} }} {{#set:Real Grow Days = {{#expr: {{{grow days|}}}/0.54167 round 2}} }}
 
;Time to grow
 
:{{{grow days|}}} days {{H:title|link=no|Actual days to grow, taking into account rest time|({{#expr: {{{grow days|}}}/0.54167 round 2}} days)}}
 
}}
 
 
 
{{#if: {{{lifespanDaysPerGrowDays|}}}|{{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }}
 
{{#if: {{{grow days|}}}|
 
;Lifespan
 
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite | {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays}}}}} days}}
 
}}
 
}}
 
 
 
{{#if: {{{sow work|}}}|{{#set:Sow Work = {{{sow work|}}} }}
 
;Work to Sow
 
:{{ticks|{{{sow work|}}}}}
 
}}
 
 
 
{{#if: {{{harvest work|}}}|{{#set:Harvest Work = {{{harvest work|}}} }}
 
;Work to Harvest
 
:{{ticks|{{{harvest work|}}}}}
 
}}
 
 
 
{{#if: {{{product|}}}|{{#set:Harvest Product = {{{product|}}} }}
 
{{#if: {{{yield|}}}|{{#set:Harvest Yield = {{{yield|}}} }}
 
;Harvest Yield
 
:{{{yield|}}} {{Icon Small|{{{product|}}}|16}}
 
}}
 
}}
 
 
 
{{#if: {{{min sowing skill|}}}|{{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }}
 
;{{H:title|link=no|Minimum skill required to sow the plant|Min Skill}}
 
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]
 
}}
 
 
 
{{#if: {{{min fertility|}}}|{{#set:Fertility Min = {{{min fertility|}}} }}
 
;Min Fertility
 
:{{#expr: {{{min fertility|}}} * 100}}%
 
}}
 
 
 
{{#if: {{{fertility sensitivity|}}}|{{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }}
 
;Fertility Sensitivity
 
:{{#expr: {{{fertility sensitivity|}}} * 100}}%
 
}}
 
 
 
{{#if: {{{nutrition|}}}|{{#set:Nutrition = {{{nutrition|}}} }}
 
;{{H:title|link=no|Nutrition when plant eaten|Nutrition}}
 
:{{{nutrition}}}
 
}}
 
 
 
<!--Weapons-->
 
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }} }}
 
 
 
{{#if: {{{damage|}}}|
 
 
 
<!--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|}}}
 
|Weapons/Row/Ranged/NoInclude=False
 
}} }} |}}
 
 
 
{{#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: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Ranged Combat'''</p>
 
<dl>
 
}}
 
 
 
{{#if: {{{mode|}}}|
 
;Mode
 
:{{{mode|}}}
 
}}
 
 
 
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}
 
;Dmg Type
 
:{{{damage type|}}} }}
 
 
 
;Damage
 
:{{{damage|}}}
 
}}
 
 
 
{{#if: {{{armorPenetration|}}}|{{#set:Armor Penetration= {{{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:Average 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|}}}}}
 
 
 
 
 
<!-- Animal and Weapon Melee Combat-->
 
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}  {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}} {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}} {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !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|}}}|
 
  {{#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>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack1cool|0}}}}} }}<!--
 
-->{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}<br>Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}
 
 
 
{{#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>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack2cool|0}}}}} }}<!--
 
-->{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}<br>Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}
 
 
 
{{#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>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack3cool|0}}}}} }}<!--
 
-->{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}<br>Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}
 
 
 
{{#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>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack4cool|0}}}}} on first strike}}<!--
 
-->{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}<br>Stun for {{ticks|{{{attack4stun|0}}}*20}}}}
 
 
 
{{#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|
 
;Average DPS
 
:{{#var: MobAverageDPS}}
 
{{#set: Mob 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|}}}}}}}
 
 
 
<!-- New melee starting from Beta 18 -->
 
{{#ifeq: {{lc:{{{mode|}}}}} | melee |
 
;Mode
 
:{{{mode|}}}
 
}}
 
 
 
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|
 
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}
 
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}
 
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}
 
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}
 
  {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}
 
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}
 
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
 
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
 
:{{{meleeattack1part|Body part?}}}<br>{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})<br>{{{meleeattack1cool|0}}} seconds cooldown <br>{{{meleeattack1ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|
 
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}
 
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}
 
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}
 
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}
 
  {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}
 
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}
 
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
 
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
 
:{{{meleeattack2part|Body part?}}}<br>{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})<br>{{{meleeattack2cool|0}}} seconds cooldown <br>{{{meleeattack2ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|
 
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}
 
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}
 
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}
 
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}
 
  {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}
 
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}
 
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
 
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
:{{{meleeattack3part|Body part?}}}<br>{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})<br>{{{meleeattack3cool|0}}} seconds cooldown <br>{{{meleeattack3ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|
 
  {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}
 
  {{#set:Attack 4 Type = {{{meleeattack4type|}}} }}
 
  {{#set:Attack 4 Part = {{{meleeattack4part|}}} }}
 
  {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}
 
  {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}
 
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}
 
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
 
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
:{{{meleeattack4part|Body part?}}}<br>{{{meleeattack4dmg|?}}} dmg ({{{meleeattack4type|type?}}})<br>{{{meleeattack4cool|0}}} seconds cooldown <br>{{{meleeattack4ap|0}}}% armor penetration}}
 
 
 
 
 
{{#if: {{{MeleeWeaponAverageDPS|}}}|{{#set:MeleeDPS= {{{MeleeWeaponAverageDPS|}}} }}
 
;Melee Average DPS
 
:{{{MeleeWeaponAverageDPS|}}} }}
 
 
 
{{#if: {{{MeleeWeaponAverageAP|}}}|{{#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 ---------- -->
 
 
 
<!--- Creation --->
 
{{#IF: {{{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|}}} |
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Creation'''</p>
 
<dl>
 
}}
 
 
 
{{#if: {{{skill 1|}}}|{{#set:Skill 1 = {{{skill 1|}}} }}}}
 
{{#if: {{{skill 2|}}}|{{#set:Skill 2 = {{{skill 2|}}} }}}}
 
{{#if: {{{skill 1 level|}}}|{{#set:Skill 1 Level = {{{skill 1 level|}}} }}}}
 
{{#if: {{{skill 2 level|}}}|{{#set:Skill 2 Level = {{{skill 2 level|}}} }}}}
 
 
 
{{#if: {{{skill 1|}}}|
 
;Skill{{#if:{{{skill 2|}}}|s}} required
 
:[[Skills#{{{skill 1|}}}|{{{skill 1|}}}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|& [[Skills#{{{skill 2|}}}|{{{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 -->
 
{{#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|}}} [[Category:Resource Update Needed]]
 
}}
 
 
 
{{#if: {{{stuff tags|}}}|{{#set:Stuff Tags = {{{stuff tags}}}}}
 
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}
 
:{{{stuff tags|}}}
 
}}
 
 
 
{{#if: {{{resource 1|}}}|{{#set:Resource 1 = {{{resource 1|}}} }}}}
 
{{#if: {{{resource 2|}}}|{{#set:Resource 2 = {{{resource 2|}}} }}}}
 
{{#if: {{{resource 3|}}}|{{#set:Resource 3 = {{{resource 3|}}} }}}}
 
{{#if: {{{resource 4|}}}|{{#set:Resource 4 = {{{resource 4|}}} }}}}
 
{{#if: {{{resource 5|}}}|{{#set:Resource 5 = {{{resource 5|}}} }}}}
 
{{#if: {{{resource 6|}}}|{{#set:Resource 6 = {{{resource 6|}}} }}}}
 
{{#if: {{{resource 1 amount|}}}|{{#set:Resource 1 Amount = {{{resource 1 amount|}}} }}}}
 
{{#if: {{{resource 2 amount|}}}|{{#set:Resource 2 Amount = {{{resource 2 amount|}}} }}}}
 
{{#if: {{{resource 3 amount|}}}|{{#set:Resource 3 Amount = {{{resource 3 amount|}}} }}}}
 
{{#if: {{{resource 4 amount|}}}|{{#set:Resource 4 Amount = {{{resource 4 amount|}}} }}}}
 
{{#if: {{{resource 5 amount|}}}|{{#set:Resource 5 Amount = {{{resource 5 amount|}}} }}}}
 
{{#if: {{{resource 6 amount|}}}|{{#set:Resource 6 Amount = {{{resource 6 amount|}}} }}}}
 
 
 
{{#if: {{{resource 1|}}}|
 
;Resources to make
 
:{{#ifeq: Stuff | {{{resource 1|}}} |{{Icon|buildingmat}}|{{Icon Small|{{{resource 1|}}}|16}}}} {{{resource 1 amount|}}} {{#if: {{{resource 2|}}}| + {{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|}}}| |
 
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}
 
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span>
 
}} 
 
|}}
 
 
 
{{#if: {{{deconstruct yield|}}}|
 
;{{H:title|link=no|Resources recovered when deconstructing|Deconstruct yield}}
 
:{{{deconstruct yield|}}}
 
}}
 
 
 
{{#if: {{{page verified for version|}}}|{{Verified|{{{page verified for version|}}}}}| {{Verified}} }}
 
 
 
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<div class="subheading mw-customtoggle-myDivision"  style='height: 1.75em !important; padding: 0.25em 0em 0.25em !important; margin: 0.5em 0 0.5em !important; width:300px> '''Technical'''
 
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{{documentation}}</noinclude><!-- Add categories and interwikis to the /doc subpage, not here! -->
 

Revision as of 13:16, 17 May 2021

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