User:JuliaCat/Template:Test/doc

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Revision as of 19:38, 12 August 2024 by JuliaCat (talk | contribs) (usage and variables used in consideration)
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Overview

Planned to be used for pawn kind tables: for displaying the available apparel, weapons, and tech hediffs based on tags, budget, and other encompassing factors. The current design uses a template to format the output from an #ask query, as a list consisting of an icon and text link for each item.

{{#ask: [[WeaponTags::ShortShots||Neolithic]]
| format = template
| template = User:JuliaCat/Template:Test
| link = none
| sort = From DLC
| sep = <br />
}}

Machine pistol.png Machine pistol
ShortBow.png Short bow
Pump shotgun.png Pump shotgun
Pila.png Pila
ChainShotgun.png Chain shotgun
RecurveBow.png Recurve bow
HeavySMG.png Heavy SMG
GreatBow.png Greatbow
Flamebow.png Flamebow Content added by the Biotech DLC

An item budget can be applied to this query via an acceptable market value range, although for applicable items, quality and stuff would need to be factored in per item or otherwise ignored.

If item quality and applicable stuff is factored in, then this combined with the budget range for one or more items, and a variable amount of item tags, wouldn't allow for an easy to implement template. Tech hediffs remain the simplest in having only one associated market value per item, allowing for a proper application of budget.

Budget

Budget applies to the 3 main tag categories, and is the range in total market value for applicable items.

Tech hediffs all have a fixed market value, or none at all (e.g. Denture), and so allow for the easiest calculation. By default, only 1 available tech hediff can be applied to the pawn, unless otherwise stated.

Apparel value can depend on quality and stuffable material used, meaning the range for possible outcomes is too large for many textile based clothing, but remains simpler for most armors. All utility items are not stuffable, and most do not have quality, so they remain much less variable, although most utility items will be forced and thus remain a static cost[verify], aside from the few utility items that can have quality (Shield belt, Jump pack). Pawns are highly likely to be wearing multiple articles of clothing, and so calculating all possible outcomes is not viable.

Most weapons are not stuffable, and those that are have a much more limited item pool compared to clothing. Ranged weapons are not stuffable and only depend on quality for price, while most craftable melee weapons are stuffable. The Club doesn't use quality, but remains stuffable. Pawns are only equipped with one weapon, so this budget will only apply to one final item.

Quality

By default, the item quality of any given pawn kind is capped at excellent quality, excluding masterwork and legendary, allowing for a range of: awful, poor, normal, good, and excellent (awfl - exc), unless otherwise stated. For our purposes, quality would only apply to most apparel and weapons, excluding any kind of hediff.

For reference, here are the full length and shorthand strings for quality categories:

  • awful
    • awfl
  • poor
    • poor
  • normal
    • norm
  • good
    • good
  • excellent
    • exc
  • masterwork
    • mast
  • legendary
    • legd

Stuff

Applicable for certain weapons and apparel.

Apparel

Apparel may have quality and/or stuffability.

Weapons

Weapons may have quality and/or stuffability.

Tech / Hediffs

Tech hediffs do not have quality or stuffability, resulting in each piece of tech having a singular consistent market value.