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

From RimWorld Wiki
Jump to navigation Jump to search
(Swapping from material toggle to quality toggle because quality shrinks table the most when collapsed while still providing the most info)
(Added DLC Icons to materials)
 
(22 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<includeonly>|- {{#ifeq: {{#var:quality}} | Normal || class="mw-collapsible mw-collapsed" id="mw-customcollapsible-collapseQuality"
+
<includeonly><tr {{#ifeq: {{#var:quality}} | Normal || {{#if: {{#var:stufftags}}|{{#if:{{#var:hasQuality}}|class="mw-collapsible mw-collapsed" id="mw-customcollapsible-collapseQuality{{#replace:{{#var:name}}|<nowiki> </nowiki>}}"}} }} }}>
! style="text-align:left;" | {{#var:quality}}  
+
{{#if: {{#var:hasQuality}} | ! style="text-align:left;" data-sort-value="{{#var:qualitySort}};" {{!}} {{#var:quality}} }}
! style="text-align:left;" data-sort-value="{{{1|}}}"| {{Icon Small|{{{1|}}} }} [[{{{1|}}}]]
+
{{#if: {{#var:stufftags}} | ! style="text-align:left;" data-sort-value="{{{1|}}}" {{!}} {{Icon Small|{{{1|}}} }} {{DLC Icons|{{{1|}}} }} }}
| {{True Melee DPS Calculator|{{#var:name}}|{{{1|Steel}}}|{{#var:quality}} }}
+
{{!}} {{True Melee DPS Calculator|{{#var:name}}|{{{1|}}}|{{#var:quality}}|Human}}
| {{#var:trueAP}}%
+
{{!}} {{#var:trueAP}}%
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none none none solid;"> {{#var: attack1Damage}} </td>
+
{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none none none solid;" {{!}} {{#expr: {{#var:attack1Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack1Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack1AP}}}}% </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack1Damage}}/({{#var:attack1Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack1Damage}}/{{#var:attack1Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack1SelectionChance}} round 2}}% </td>
+
{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack1SelectionChance}}|2}}
{{#if: {{Q|{{#var:name}}|Attack 2 Damage}}|
+
{{#if: {{#var:attack2Damage}} |
<td {{#var:collapseA}}> {{#var: attack2Damage}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack2Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack2AP}}}}% </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack2Damage}}/({{#var:attack2Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack2Damage}}/{{#var:attack2Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;">{{#expr: 100*{{#var:attack2SelectionChance}} round 2}}% </td>
+
{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack2SelectionChance}}|2}}
}}{{#if: {{Q|{{#var:name}}|Attack 3 Damage}}|
+
{{#if: {{#var:attack3Damage}} |
<td {{#var:collapseA}}> {{#var: attack3Damage}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack3Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack3AP}}}}% </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack3Damage}}/({{#var:attack3Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack3Damage}}/{{#var:attack3Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack3SelectionChance}} round 2}}% </td>
+
{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack3SelectionChance}}|2}}
}}{{#if: {{Q|{{#var:name}}|Attack 4 Damage}}|
+
{{#if: {{#var:attack4Damage}} |
<td {{#var:collapseA}}> {{#var: attack4Damage}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Damage}} round 2}}
<td {{#var:collapseA}}> {{#expr: {{#var:attack4Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}} }}s </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Cooldown}} round 2}}s
<td {{#var:collapseA}}> {{#expr: {{#var: attack4AP}}}}% </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4AP}} round 2}}%
<td {{#var:collapseA}}> {{#expr: {{#var: attack4Damage}}/({{#var:attack4Cooldown}}*{{Q|{{{1|Steel}}}|Melee Cooldown Factor}}) round 2}} </td>
+
{{!}} {{#var:collapseA}} {{!}} {{#expr: {{#var:attack4Damage}}/{{#var:attack4Cooldown}} round 2}}
<td {{#var:collapseA}} style="border:#d09c59 2px; border-style: none solid none none;"> {{#expr: 100*{{#var:attack4SelectionChance}} round 2}}%}} </td>
+
{{!}} {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" {{!}} {{%|{{#var:attack4SelectionChance}}|2}}
| {{#expr:{{Q|{{{1|Steel}}}|Max Hit Points Factor}}*{{#var:HP}} }}
+
}} }} }}
| {{Market Value Calculator|{{#var:name}}|{{{1|Steel}}}|{{#var:quality}} }} {{Icon Small|silver}}</includeonly>
+
<!-- Human left & right fist attack. For a baseline human they are identical. -->
<noinclude>
+
| {{#var:collapseA}} | {{#var:attack5Damage}}
{{Documentation}}
+
| {{#var:collapseA}} | {{#var:attack5Cooldown}}s
</noinclude>
+
| {{#var:collapseA}} | {{#var:attack5AP}}%
 +
| {{#var:collapseA}} | {{#expr: {{#var:attack5Damage}}/{{#var:attack5Cooldown}} round 2}}
 +
| {{#var:collapseA}} style="border:#d09c59 2px; border-style:none solid none none;" | '''2×''' {{%|{{#var:attack5SelectionChance}}|2}}
 +
<!-- The human head and teeth attacks are irrelevant in all cases -->
 +
<!-- End columns -->
 +
| {{#expr: {{Q|{{{1|}}}|Max Hit Points Factor|1}} * {{#var:HP}} }}
 +
| {{Market Value Calculator|{{#var:name}}|{{{1|}}}|{{#var:quality}} }} {{Icon Small|silver}}
 +
</tr></includeonly><noinclude>{{Documentation}}</noinclude>

Latest revision as of 17:33, 14 April 2024

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

Summary[edit]

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

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

Usage[edit]

You can call this template simply with:

{{Weapon Stats Table/Melee/Row}}

Optionally you can give a material as the first parameter:

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

Examples[edit]

Longsword[edit]


A weapon with quality and with materials:

{{Weapon Stats Table/Melee|Longsword}}

Deactivated since the page would be to big.

Persona monosword[edit]


A weapon with quality but without materials:

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

    For the full effects of qualities, see Quality.

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

    Club[edit]


    A weapon without quality but with materials:

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

    Thrumbo horn[edit]


    A weapon without quality and without materials:

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