Difference between revisions of "Template:Infobox main"

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(This might break some things - stuff cateogires into multi var)
 
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<div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!--
+
<includeonly><!--
--> animal = c_08 |<!--
+
 
--> plant = c_14 |<!--
+
0. TESTING
--> weapon = c_06 |<!--
+
-->{{#switch: {{lc:{{{set property|}}} }}
--> area = c_11 |<!--
+
| 1 | yes | y | t | true = {{#vardefine:setProperty | true }}
--> structure = c_02 |<!--
+
| 0 | no | n | f | false = {{#vardefine:setProperty |}}
--> production = c_25 |<!--
+
| #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}
--> security = c_10 |<!--
+
}}<!--
--> furniture = c_01 |<!--
+
 
-->}}}} {{#if:{{{2|}}}|{{{2}}}}}">
+
1. HEAD
<p class="heading">{{{name|{{BASEPAGENAME}}}}}</p>
+
--><div class="infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}
 +
  | furniture | medicine = c_01
 +
  | structure = c_02
 +
  | resource = c_03
 +
  | weapon = c_06
 +
  | animal | food = c_08
 +
  | fabric = c_09
 +
  | security = c_10
 +
  | area | exotic = c_11
 +
  | metallic | stony = c_12
 +
  | plant = c_14
 +
  | leathery = c_22
 +
  | drug = c_24
 +
  | production = c_25
 +
  | psycast = c_09
 +
}} }}">
 +
<p class="heading">{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}</p>
 
<div class="wrapper">
 
<div class="wrapper">
<div class="image_wrapper" title="{{{name|{{BASEPAGENAME}}}}}">{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}</div>
+
<div class="image_wrapper" title="{{#var:Name}}">[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}</div>
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}</p>{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}
+
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}</p>
----
+
 
 +
<!-- 2. BASE STATS -->
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'>Base Stats</p>
 
<dl>
 
<dl>
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}
+
 
{{#set:Infobox Example::1}}
+
<!-- Category -->
 +
{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}
 +
{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }}
 
;Type
 
;Type
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&#32;&ndash;&#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}
+
:[[{{{type}}}]]{{#if: {{{type2|}}} |&#32;–&#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}
 +
 
 +
{{#if: {{{stuff category|}}} |
 +
  {{#if: {{#var:setProperty}} |
 +
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}
 +
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}
 +
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}
 +
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}
 +
        | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}
 +
;Stuff Categories
 +
:{{{stuff category|}}}
 +
}}
 +
 
 +
{{#if: {{{tech level|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }}
 +
;Tech Level
 +
:[[Tech levels|{{{tech level|}}}]]
 +
}}
 +
 
 +
{{#if: {{{class|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }}
 +
;Weapon Class
 +
:[[{{{class|}}} Weapons|{{{class|}}}]]
 +
}}
 +
 
 +
<!-- 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|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }}
 +
;Market Value
 +
:{{Market Value | {{{marketvalue|}}} }}&nbsp;{{Icon Small|silver}}
 +
| {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | |
 +
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}
 +
;Market Value
 +
:{{Market Value | {{Market Value Calculator}} }}&nbsp;{{Icon Small|silver}} <abbr title="This value is automatically calculated by the wiki and may not be correct"><sup>[Note]</sup></abbr> }} }} }} }}
 +
}}
 +
}}
 +
 
 +
{{#if: {{{stack limit|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }}
 +
;Stack Limit
 +
:{{{stack limit|}}}
 +
}}
 +
 
 +
{{#if: {{{mass base|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }}
 +
;Mass
 +
:{{{mass base|}}} kg
 +
}}
 +
 
 +
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}
 +
;Beauty
 +
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|<abbr title="Beauty score when outdoors">({{{beauty outdoors|}}})</abbr> }}
 +
}}
 +
 
 +
{{#if: {{{styledominance|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }}
 +
  {{#if: {{{style|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }}
 +
  }}
 +
;Style Dominance
 +
:{{{style|}}} {{{styledominance|}}}
 +
}}
 +
 
 +
<!-- Durability -->
 +
{{#if: {{{hp|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Base = {{{hp|}}} }} }}
 +
;HP
 +
:{{{hp|}}}
 +
}}
 +
 
 +
{{#if: {{{deterioration|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Deterioration Rate Base = {{{deterioration|}}} }} }}
 +
;Deterioration Rate
 +
:{{{deterioration|}}}
 +
}}
 +
 
 +
{{#if: {{{flammability|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Flammability Base = {{{flammability|}}} }} }}
 +
;Flammability
 +
:{{%| {{{flammability|}}} }}
 +
}}
 +
 
 +
{{#if: {{{days to rot|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Days To Start Rot Base = {{{days to rot|}}} }} }}
 +
;Days To Start Rot
 +
:{{{days to rot|}}}
 +
}}
 +
 
 +
{{#if: {{{min safe temperature|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Min Safe Temperature = {{{min safe temperature|}}} }} }}
 +
;Min Safe Temperature
 +
:{{Temperature| {{{min safe temperature|}}} }}
 +
}}
 +
 
 +
{{#if: {{{max safe temperature|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Max Safe Temperature = {{{max safe temperature|}}} }} }}
 +
;Max Safe Temperature
 +
:{{Temperature| {{{max safe temperature|}}} }}
 +
}}
  
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}
+
{{#if: {{{spoiling rate per degree per tick|}}} |
;Placeable
+
  {{#if: {{#var:setProperty}} | {{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }} }}
:{{{placeable|}}}}}
+
;<abbr title="per °C outside the safe temperature per tick">Spoiling Rate</abbr>
 +
:{{%| {{{spoiling rate per degree per tick|}}} }}
 +
}}
  
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}
+
<!-- Other -->
 +
{{#if: {{{rotatable|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}
 
;Rotatable
 
;Rotatable
:{{{rotatable|}}}}}
+
:{{ucfirst:{{{rotatable|}}} }}
 +
}}
  
 +
{{#if: {{{path cost|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }}
 +
;Path Cost
 +
:{{{path cost|}}}
 +
}}
 +
 +
 +
<!-- 3. BUILDING -->
 +
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} |
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Building</p>
 +
<dl>
 +
}}
  
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&nbsp;ˣ&nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}
+
{{#if: {{{size|}}} | {{#vardefine: size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×|&nbsp;&times;&nbsp;}}|*|&nbsp;&times;&nbsp;}}|x|&nbsp;&times;&nbsp;}}|ˣ|&nbsp;&times;&nbsp;}}|+|&nbsp;+}} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Size = {{#var:size}} }} }}
 
;Size
 
;Size
:{{#show: {{PAGENAME}} |?Size |link=none}}
+
:{{#var:size}}
 +
}}
 +
 
 +
{{#if: {{{minifiable|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Minifiable = {{{minifiable|}}} }} }}
 +
;Minifiable
 +
:{{ucfirst:{{{minifiable|}}} }}
 
}}
 
}}
  
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}
+
{{#if: {{{placeable|}}} |
;Efficiency
+
  {{#if: {{#var:setProperty}} | {{#set:Placeable = {{{placeable|}}} }} }}
:{{{efficiency|}}}}}
+
;Placeable
 +
:{{ucfirst:{{{placeable|}}} }}
 +
}}
 +
 
 +
{{#if: {{{passability|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Passability = {{{passability|}}} }} }}
 +
;Passability
 +
:{{{passability|}}}
 +
}}
 +
 
 +
{{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} > 0.75 |
 +
  {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }}
 +
;Cover Effectiveness
 +
:75%
 +
| {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }}
 +
;Cover Effectiveness
 +
:{{%| {{{cover|}}} }}
 +
}} }}
 +
 
 +
 
 +
{{#if: {{{edifice|}}}
 +
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}
 +
;Edifice
 +
:{{{edifice|}}}
 +
}}
 +
 
 +
{{#if: {{{blockswind|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Blocks Wind = {{{blockswind|}}} }} }}
 +
;Blocks Wind
 +
:{{ucfirst:{{{blockswind|}}} }}
 +
}}
 +
 
 +
{{#if: {{{terrain affordance|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }}
 +
;Terrain Affordance
 +
:{{ucfirst:{{{terrain affordance|}}} }}
 +
}}
 +
 
 +
{{#if: {{{power|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Power Consumption = {{{power|}}} }} }}
 +
;Power
 +
:{{{power|}}} W
 +
}}
 +
 
 +
{{#if: {{{cleanliness|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Cleanliness = {{{cleanliness|}}} }} }}
 +
;Cleanliness
 +
:{{{cleanliness|}}}
 +
}}
 +
 
 +
{{#if: {{{cleaning time factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }} }}
 +
;Cleaning Time Multiplier
 +
:{{%| {{{cleaning time factor|}}} }}
 +
}}
 +
 
 +
{{#if: {{{filth multiplier|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Filth Multiplier = {{{filth multiplier|}}} }} }}
 +
;Filth Multiplier
 +
:{{%| {{{filth multiplier|}}} }}
 +
}}
 +
 
 +
{{#if: {{{facility|}}} |
 +
  {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }}
 +
  {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }}
 +
  {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }}
 +
  {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }}
 +
  {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} }} }}
 +
;Facility
 +
:[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}}
 +
}}
 +
 
 +
<!-- Building - Furniture -->
 +
{{#if: {{{glowcolor|}}} |
 +
  {{#vardefine:Red  | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}
 +
  {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }}
 +
  {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}
 +
  {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}
 +
;<abbr title="The furthest away a tile can be before it falls below 30% light">Light Radius</abbr>
 +
:{{#expr:{{#var:LightRadius}} round 2}}
 +
}}
 +
 
 +
{{#if: {{{heatpersecond|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Heat Per Second = {{{heatpersecond|}}} }} }}
 +
;Heat Per Second
 +
:{{{heatpersecond|}}}
 +
}}
 +
 
 +
{{#if: {{{maxheattemperature|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Max Heat Temperature = {{{maxheattemperature|}}} }} }}
 +
;Stops Heating At
 +
:{{Temperature| {{{maxheattemperature}}} }}
 +
}}
 +
 
 +
{{#if: {{{mincooltemperature|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Min Cool Temperature = {{{mincooltemperature|}}} }} }}
 +
;Stops Cooling At
 +
:{{Temperature| {{{mincooltemperature}}} }}
 +
}}
 +
 
 +
{{#if: {{{surgery success chance factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }} }}
 +
;Surgery Success Chance Factor
 +
:{{{surgery success chance factor|}}}
 +
}}
 +
 
 +
{{#if: {{{immunity gain speed factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }} }}
 +
;Immunity Gain Speed Factor
 +
:{{{immunity gain speed factor|}}}
 +
}}
 +
 
 +
{{#if: {{{rest effectiveness|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness = {{{rest effectiveness|}}} }} }}
 +
;Rest Effectiveness
 +
:{{{rest effectiveness|}}}
 +
}}
 +
 
 +
{{#if: {{{comfort|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Comfort Base = {{{comfort|}}} }} }}
 +
;Comfort
 +
:{{{comfort|}}}
 +
}}
 +
 
 +
{{#if: {{{comfort offset|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Comfort Offset = {{{comfort offset|}}} }} }}
 +
;Comfort Offset
 +
:{{{comfort offset|}}}
 +
}}
 +
 
 +
<!-- Building - Recreation -->
 +
{{#if: {{{recreation power|}}} {{{recreation type|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }}
 +
;Recreation
 +
:{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}}
 +
}}
  
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}
+
<!-- Building - Production -->
;HP
+
{{#if: {{{work speed factor|}}} |
:{{{hp|}}}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Factor = {{{work speed factor|}}} }} }}
 +
;Work Speed Factor
 +
:{{%| {{{work speed factor|}}} }}
 +
}}
  
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}
+
{{#if: {{{work efficiency factor|}}} |
;Deterioration Rate
+
  {{#if: {{#var:setProperty}} | {{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }} }}
:{{{deterioration|}}}}}
+
;Work Efficiency Factor
 +
:{{%| {{{work efficiency factor|}}} }}
 +
}}
  
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}
+
{{#if: {{{unpowered work speed factor|}}} | <!-- work speed at an unpowered workstation -->
;Work To Make
+
  {{#if: {{#var:setProperty}} | {{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }} }}
:{{{work to make|}}}}}
+
;Unpowered Work Speed Factor
 +
:{{%| {{{unpowered work speed factor|}}} }}
 +
}}
  
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}
+
<!-- Building - Misc -->
;Market Value
+
{{#if: {{{work speed offset|}}} |
:{{{marketvalue|}}}&nbsp;{{Icon Small|silver}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }}
 +
;Work Speed Offset
 +
:{{{work speed offset|}}}
 +
}}
  
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}
+
{{#if: {{{max simultaneous facilities|}}} | <!-- how many of these facilities a work table can be connected to -->
;Beauty
+
  {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }}
:[[Beauty Base::{{{beauty|}}}]]}}
+
;Max Simultaneous Facilities
 +
:{{{max simultaneous facilities|}}}
 +
}}
  
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}
+
{{#if: {{{efficiency|}}} | <!-- efficiency of a battery -->
;Mass
+
  {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }}
:{{{mass base|}}} kg}}
+
;Efficiency
 +
:{{%| {{{efficiency|}}} }}
 +
}}
  
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}
+
<!-- Building - Floors -->
;Flammability
+
{{#if: {{{speed|}}} |
:{{#expr:{{{flammability|}}}*100}}%}}
+
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }}
 +
;Move Speed Factor
 +
:{{%| {{{speed|}}} }}
 +
}}
  
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}
 
;Mass
 
:{{{minimum skill|}}}}}
 
  
<!-- Apparel-->
+
<!-- 4. APPAREL -->
 +
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} |
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !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|}}} }}
+
{{#if: {{{insulationcold|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Base= {{{insulationcold|}}} }} }}
 
;Insulation - Cold
 
;Insulation - Cold
:{{{insulationcold|}}}&deg;C}}
+
:{{Temperature| {{{insulationcold|}}} || delta}}
 +
}}
  
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}
+
{{#if: {{{insulationheat|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Base= {{{insulationheat|}}} }} }}
 
;Insulation - Heat
 
;Insulation - Heat
:{{{insulationheat|}}}&deg;C}}
+
:{{Temperature| {{{insulationheat|}}} || delta}}
 +
}}
  
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}
+
{{#if: {{{insulationcoldfactor|}}} |
;Armor - Blunt
+
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }} }}
:{{{armorblunt|}}}%}}
+
;<abbr title="See Apparel for how this is applied">Insulation Factor - Cold</abbr>
 +
:{{{insulationcoldfactor|}}}×
 +
}}
 +
 
 +
{{#if: {{{insulationheatfactor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }} }}
 +
;<abbr title="See Apparel for how this is applied">Insulation Factor - Heat</abbr>
 +
:{{{insulationheatfactor|}}}×
 +
}}
  
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}
+
{{#if: {{{armorsharp|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp = {{{armorsharp|}}} }} }}
 
;Armor - Sharp
 
;Armor - Sharp
:{{{armorsharp|}}}%}}
+
:{{{armorsharp|}}}%
 +
}}
  
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}
+
{{#if: {{{armorblunt|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt= {{{armorblunt|}}} }} }}
 +
;Armor - Blunt
 +
:{{{armorblunt|}}}%
 +
}}
 +
 
 +
{{#if: {{{armorheat|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat = {{{armorheat|}}} }} }}
 
;Armor - Heat
 
;Armor - Heat
:{{{armorheat|}}}%}}
+
:{{{armorheat|}}}%
 +
}}
 +
 
 +
{{#if: {{{armorsharpfactor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }} }}
 +
;Armor Factor - Sharp
 +
:{{{armorsharpfactor|}}}
 +
}}
 +
 
 +
{{#if: {{{armorbluntfactor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }} }}
 +
;Armor Factor - Blunt
 +
:{{{armorbluntfactor|}}}
 +
}}
  
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}
+
{{#if: {{{armorheatfactor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }} }}
 +
;Armor Factor - Heat
 +
:{{{armorheatfactor|}}}
 +
}}
 +
 
 +
{{#if: {{{painshockthreshold|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }}
 
;Pain Shock Threshold
 
;Pain Shock Threshold
:{{{painshockthreshold|}}}%}}
+
:{{{painshockthreshold|}}}%
 +
}}
  
<!-- All pawns (animals, humanoids, mechanoids) -->
+
{{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }}
 +
| 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }}
 +
;Clothing For Nudity
 +
:True
 +
| 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }}
 +
;Clothing For Nudity
 +
:False
 +
| #default =
 +
}}
  
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}
+
{{#if: {{{lifestage|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }}
 +
;Lifestage
 +
:{{{lifestage|}}}
 +
}}
  
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}
 
;Move Speed
 
:{{{walkSpeed|}}}}}
 
  
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}
+
{{#if: {{{coverage|}}} |
;Move Speed
+
  {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }}
:{{{movespeed|}}}}}
+
;Coverage
 +
:{{{coverage|}}}
 +
}}
  
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}
+
{{#if: {{{layer|}}} |
;Mass - Young
+
  {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }}
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}
+
;Layer
 +
:{{{layer|}}}
 +
}}
  
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}
+
<!-- 5. PAWN STATS -->
;Mass - Juvenile
+
<!-- Animal Health --->
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}
+
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}|
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Pawn Stats</p>
 +
<dl>
  
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}
+
{{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }}
;Mass - Adult
 
:{{{massadult|}}}kg}}
 
  
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|
+
{{#if: {{{combatPower|}}} |
   {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }}
  {{#set:Attack 1 Type = {{{attack1type|}}} }}
+
;Combat Power
  {{#set:Attack 1 Part = {{{attack1part|}}} }}
+
:{{{combatPower}}}
  {{#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}}}*20}} on first strike}}
 
  
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|
+
{{#if: {{{bandwidth|}}} |
   {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Bandwidth = {{{bandwidth|}}} }} }}
  {{#set:Attack 2 Type = {{{attack2type|}}} }}
+
;Bandwidth
  {{#set:Attack 2 Part = {{{attack2part|}}} }}
+
:{{{bandwidth|}}}
  {{#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}}}*20}} on first strike}}
 
  
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|
+
{{#if: {{{movespeed|}}} |
   {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }}
  {{#set:Attack 3 Type = {{{attack3type|}}} }}
+
;Move Speed
  {{#set:Attack 3 Part = {{{attack3part|}}} }}
+
:{{{movespeed|}}} {{CS}}
  {{#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}}}*20}} on first strike}}
 
  
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|
+
{{#if: {{{healthscale|}}} | <!-- please add a short explanation of this property here -->
   {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }}
  {{#set:Attack 4 Type = {{{attack4type|}}} }}
+
;Health Scale
  {{#set:Attack 4 Part = {{{attack4part|}}} }}
+
:{{{healthscale|}}}
  {{#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}}}}} on first strike}}<!--
 
-->{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}<br>Stun for {{ticks|{{{attack4stun|0}}}*20}}}}
 
  
{{#ifeq: {{#varexists: Attack4DPS}}|1|
+
{{#if: {{{bodysize|}}} |
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|
+
   {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }} }}
{{#ifeq: {{#varexists: Attack3DPS}}|1|
+
;Body Size
   {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|
+
:{{{bodysize|}}}
    {{#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|
+
{{#ifeq: {{{type|}}} | Mechanoid |
;Average DPS
+
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}
:{{#var: MobAverageDPS}}
+
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}
+
;Mass
 +
:{{#var:MassAdult}} kg 
  
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}
 
;Damage
 
:{{{mobdamage|}}}}}
 
  
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}
+
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}
;Damage Type
+
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}
:{{{mobdamagetype|}}}}}
+
;Pack Capacity
 +
:{{#var:PackCapacity}} kg
  
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}
+
|
;Damage
+
  <!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 -->
:{{{mobdamage2|}}}}}
+
  {{#vardefine:BabyScale | {{{babyscale|0.2}}} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} }}
  
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}
+
  <!-- Mass is 60*bodysize, with no exceptions -->
;Damage Type
+
  {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }}
:{{{mobdamagetype2|}}}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Mass - Young = {{#var:MassYoung}} }} }}
 +
;Mass - Baby
 +
:{{#var:MassYoung}} kg
  
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}
+
  {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }}
;Damage
+
  {{#if: {{#var:setProperty}} | {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }}
:{{{mobdamage3|}}}}}
+
;Mass - Juvenile
 +
:{{#var:MassJuvenile}} kg
  
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}
+
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}
;Damage Type
+
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}
:{{{mobdamagetype3|}}}}}
+
;Mass - Adult
 +
:{{#var:MassAdult}} kg
  
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}
+
{{#ifeq: {{lc:{{{packanimal|}}} }} | true |
 
+
   {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}
{{#ifeq: {{{type|}}} | Animals |
+
   {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}
   {{#if: {{{meatname|}}}|
+
;Pack Capacity
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|
+
:{{#var:PackCapacity}} kg
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}
+
}}
   {{#if: {{{leathername|}}}|
 
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|
 
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}
 
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|
 
 
}}
 
}}
  
{{#if: {{{bodysize|}}}|
 
  {{#set: Body Size = {{{bodysize|}}} }}
 
  <!-- 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|}}} }}
 
;Meat Yield
 
:{{{meatyield|}}}|
 
  <!-- Section end -->
 
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}
 
    {{#set: Meat Yield = {{#var: MeatYield}} }}
 
;Meat Yield
 
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]
 
 
   {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
 
   {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
   {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }}
 
;Carrying Capacity
 
;Carrying Capacity
:{{#var: CarryingCapacity}}
+
:{{#var:CarryingCapacity}} kg
  {{#if: {{{leathername|}}}|
+
}}
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}
 
    {{#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|}}} }}
+
{{#if: {{{ridingspeed|}}} |
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}
+
  {{#if: {{#var:setProperty}} | {{#set:Riding Speed = {{{ridingspeed|}}} }} }}
:{{#expr: {{{manhuntertame|}}} * 100}}%}}
+
;<abbr title="Multiplier to the caravan's movement speed.">Riding Speed</abbr>
 +
:{{{ridingspeed|}}}
 +
}}
 +
 
 +
{{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | <!-- Filth rate seems to default to 1 in game if it's not set in the xml. -->
 +
  {{#if: {{#var:setProperty}} | {{#set:Animal Filth Rate = {{#var:FilthRate}} }} }}
 +
;<abbr title="The average amount of filth produced on constructed floors per 1000 cells walked by this creature.">Filth Rate</abbr>
 +
:{{#var:FilthRate}}
 +
}}
  
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}
+
{{#if: {{{hungerrate|}}} |
;Hunger Rate
+
  {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }}
:{{{hungerrate|}}}}}
+
;<abbr title="Nutrition lost per day.">Hunger Rate</abbr>
 +
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day
 +
}}
  
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}
+
{{#if: {{{diet|}}} |
 +
  {{#if: {{#var:setProperty}} |
 +
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}
 +
        | Diet = {{#explode:{{{diet|}}}|,|1}}
 +
        | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}
 
;Diet
 
;Diet
:{{{diet|}}}}}
+
:{{{diet|}}}
 +
}}
  
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}
+
{{#if: {{{lifespan|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Life Expectancy = {{{lifespan|}}} }} }}
 
;Life Expectancy
 
;Life Expectancy
:{{{lifespan|}}}}}
+
:{{{lifespan|}}} years
 +
}}
 +
 
 +
{{#if: {{{manhunter|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }} }}
 +
;<abbr title="Chance of this animal turning manhunter when attacked.">Manhunter Chance</abbr>
 +
:{{%| {{{manhunter|}}} }}
 +
}}
 +
 
 +
{{#if: {{{manhuntertame|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }} }}
 +
;<abbr title="Chance of this animal turning manhunter on a failed taming attempt.">Manhunter Chance (Taming)</abbr>
 +
:{{%| {{{manhuntertame|}}} }}
 +
}}
  
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}
+
{{#if: {{{trainable|}}} |
 +
  {{#if: {{#var:setProperty}} |
 +
    {{#set:Trainable Intelligence = {{{trainable|}}} }}
 +
    {{#switch: {{lc: {{{trainable|}}} }}
 +
      | none =        {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}
 +
      | hauling only = {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = yes }}
 +
      | 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
 +
        | Can Train Rescue = {{#ifexpr: {{{bodysize|}}} < 0.65| no | yes}}
 +
        | Can Train Haul  = {{#ifexpr: {{{bodysize|}}} < 0.4 | no | yes}}
 +
  }} }} }}
 
;Trainable Intelligence
 
;Trainable Intelligence
:{{{trainable|}}}
+
:{{ucfirst:{{{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: {{{wildness|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Wildness = {{{wildness|}}} }} }}
 +
;<abbr title="Wilder creatures are naturally more difficult to tame, train, and handle.">Wildness</abbr>
 +
:{{%| {{{wildness|}}} | 0 }}
 +
 +
  {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr:
 +
    {{#ifexpr: {{{wildness|}}} < 0.2 | 0
 +
      | {{#ifexpr: {{{wildness|}}} < 0.45 | 1
 +
        | {{#ifexpr: {{{wildness|}}} < 0.55 | 4
 +
          | {{#ifexpr: {{{wildness|}}} < 0.75 | 5
 +
            | {{#ifexpr: {{{wildness|}}} < 0.8 | 7
 +
              | {{#ifexpr: {{{wildness|}}} < 0.9 | 8
 +
                | {{#ifexpr: {{{wildness|}}} < 0.97 | 9
 +
                  | 10
 +
    }} }} }} }} }} }} }} <!-- Is this really the exact formula? [[Animals#Minimum_skill]] says otherwise, but that formula must be wrong as well -->
 +
    {{#ifeq: {{#var:Name}} | Human | + 7 }}
 +
  }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }} }}
 +
  {{#ifeq: {{#var:MinHandlingSkill}}|0||
 +
;<abbr title="This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.">Minimum Handling Skill</abbr>
 +
:{{#var:MinHandlingSkill}} }}
 
}}
 
}}
  
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}
+
{{#if: {{{petness|}}} | {{#if: {{#var:setProperty}} | {{#set:Petness = {{{petness|}}} }} }} }}
;{{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|}}} }}
+
{{#ifeq: {{{predator|}}} | true | {{#if: {{#var:setProperty}} | {{#set:Is Predator = true}} }}|}}
;{{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: {{{roamMtb|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Roam Mtb Days = {{{roamMtb|}}} }} }}
 +
;<abbr title="How often an animal will attempt to roam away if not in a pen.">Roam Interval</abbr>
 +
:{{{roamMtb|}}} days
 +
}}
  
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}
+
{{#if: {{{nuzzleMtb|}}} |
;[[Milk]] Amount
+
  {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }}
:{{{milk|}}} }}
+
;<abbr title="How often an animal will nuzzle friendly colonists, on average.">Nuzzle Interval</abbr>
 +
{{#ifexpr: {{{nuzzleMtb|}}} <= 24
 +
  |{{#switch: {{{nuzzleMtb|}}}
 +
    |24 = :1&nbsp;day
 +
    |1 = :1&nbsp;hour
 +
    |#default = :{{{nuzzleMtb|}}}&nbsp;hours}}
 +
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&nbsp;days}}
 +
}}
  
 +
{{#if: {{{mateMtb|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}
 +
;<abbr title="How often an awake, non-sterilised male will attempt to mate with a female, on average.">Mate Interval</abbr>
 +
:{{{mateMtb|}}} hours
 +
}}
  
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}
+
{{#if: {{{maturityage|}}} |
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}
 +
;<abbr title="The age at which an animal reaches adulthood.">Maturity Age</abbr>
 +
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)
 +
}}
 +
 
 +
{{#if: {{{juvenileage|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}
 +
;<abbr title="The age at which an animal becomes a juvenile.">Juvenile Age</abbr>
 +
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}
 +
}}
 +
 
 +
 
 +
{{#if: {{{min comfortable temperature|}}} |
 +
  {{#if: {{{max comfortable temperature|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }} }}
 +
    {{#if: {{#var:setProperty}} | {{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }} }}
 +
;Comfortable Temp Range
 +
:{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }}
 +
}} }}
 +
 
 +
{{#if: {{{livesin_temperateforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Forest = true }} }} }}
 +
{{#if: {{{livesin_temperateswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Swamp = true }} }} }}
 +
{{#if: {{{livesin_tropicalrainforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Rainforest = true }} }} }}
 +
{{#if: {{{livesin_tropicalswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Swamp = true }} }} }}
 +
{{#if: {{{livesin_aridshrubland|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Arid Shrubland = true }} }} }}
 +
{{#if: {{{livesin_desert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Desert = true }} }} }}
 +
{{#if: {{{livesin_extremedesert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Extreme Desert = true }} }} }}
 +
{{#if: {{{livesin_borealforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Boreal Forest = true }} }} }}
 +
{{#if: {{{livesin_coldbog|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Cold Bog = true }} }} }}
 +
{{#if: {{{livesin_tundra|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tundra = true }} }} }}
 +
{{#if: {{{livesin_icesheet|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Ice Sheet = true }} }} }}
 +
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}
 +
 
 +
<!-- 6. PRODUCTION -->
 +
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Production</p>
 +
<dl>
 +
}}
 +
 
 +
{{#ifeq:{{#expr:{{#ifeq:{{{type|}}}|Animals|1|0}} or {{#ifeq:{{{type|}}}|Animal|1|0}} }}|1|
 +
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}
 +
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}
 +
  {{#if: {{{is exotic species|}}} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = true}} }} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = false }} }} }}|
 +
}}
 +
 
 +
{{#if: {{#var:LeatherName }} | {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} }} }}
 +
 
 +
{{#if: {{{bodysize|}}} |
 +
  <!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize -->
 +
  <!-- See Property:Meat_Yield for details -->
 +
  {{#if:{{#var:MeatName}} |
 +
    {{#vardefine: MeatYield | {{{meatyield | {{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }}} }}
 +
    {{#if: {{#var:setProperty}} | {{#set:Meat Yield = {{#var:MeatYield}} }} }}
 +
;Meat Yield
 +
:{{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]]
 +
  }}
 +
 
 +
  <!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize-->
 +
  <!-- See Property:Leather_Yield for details -->
 +
  {{#if: {{#var:LeatherName}}
 +
    | {{#ifeq: {{#vardefineecho:LeatherYield | {{{leatheryield | {{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }}} }}
 +
| 0 |
 +
| {{#if: {{#var:setProperty}} | {{#set:Leather Yield = {{#var:LeatherYield}} }} }}
 +
;Leather Yield
 +
:{{#var:LeatherYield}} [[{{#var:LeatherName}}|{{lc:{{#var:LeatherName}} }}]]
 +
}} }} }}
 +
 
 +
{{#if: {{{milk|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Milk Amount = {{{milk|}}} }} }}
 +
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Milk Name = {{#var:MilkName}} }} }}
 +
;Milk Amount
 +
:{{{milk|}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]]
 +
}}
 +
 
 +
 
 +
{{#if: {{{milktime|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Milking Interval Days = {{{milktime|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }} }}
 
;Milking Interval
 
;Milking Interval
:{{{milktime|}}}&nbsp;days}}
+
:{{{milktime|}}}&nbsp;days
 +
}}
  
 
{{#if: {{{wool|}}}|
 
{{#if: {{{wool|}}}|
   {{#set: Wool Amount = {{{wool|}}}}}
+
   {{#if: {{#var:setProperty}} | {{#set:Wool Amount = {{{wool|}}} }} }}
  {{#if: {{{woolname|}}}|
+
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|
+
  {{#if: {{#var:setProperty}} | {{#set:Wool Name = {{#var:WoolName}} }} }}
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}
 
  }}
 
 
;Wool Amount
 
;Wool Amount
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]
+
:{{{wool|}}} [[{{#var:WoolName}}|{{lc:{{#var:WoolName}} }}]]
 
}}
 
}}
  
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}
+
{{#if: {{{sheartime|}}} |
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Shearing Interval Days = {{{sheartime|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }} }}
 
;Shearing Interval
 
;Shearing Interval
:{{{sheartime|}}}&nbsp;days}}
+
:{{{sheartime|}}}&nbsp;days
 +
}}
  
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}
+
{{#if: {{{eggsmin|}}} |
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}
+
  {{#if: {{{eggsmax|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} }}
 +
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}
 
;Eggs Per Clutch
 
;Eggs Per Clutch
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}
+
:{{{eggsmin|}}} to {{{eggsmax|}}}
 +
}} }}
  
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}
+
{{#if: {{{eggtime|}}} |
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }}
 
;Egg Laying Interval
 
;Egg Laying Interval
:{{{eggtime|}}}&nbsp;days}}
+
:{{{eggtime|}}}&nbsp;days
 +
}}
 +
 
 +
{{#if: {{{eggs_avg|}}} | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }} }} }}
  
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}
+
{{#if: {{{eggs_unfertilized|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }} }}
 +
;Can Lay Unfertilized Eggs
 +
:{{{eggs_unfertilized|}}}
 +
}}
  
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}
+
{{#if: {{{gestation|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Gestation Period Days = {{{gestation|}}} }} }}
 
;Gestation Period
 
;Gestation Period
 
{{#switch: {{{gestation|}}}
 
{{#switch: {{{gestation|}}}
| N/A = :N/A
+
  | N/A     = :N/A
| 1 = :{{{gestation|}}} day
+
  | 1       = :{{{gestation|}}} day
| #default = :{{{gestation|}}} days
+
  | #default = :{{{gestation|}}} days
}}}}
+
}} }}
  
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}
+
{{#if: {{{offspring|}}} {{{avg offspring|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Offspring Per Birth = {{{offspring|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Average Offspring Per Birth = {{{avg offspring|}}} }} }}
 
;Offspring Per Birth
 
;Offspring Per Birth
:{{{offspring|}}} }}
+
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}
 +
}}
  
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}
 
;Maturity Age
 
:{{{maturityage|}}} }}
 
  
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}
+
<!-- 7. INGESTION -->
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}
+
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}
+
</dl>{{clear}}
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}
+
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ingestion</p>
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}
+
<dl>
{{#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: {{{nutrition|}}} |
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}
 +
;<abbr title="Nutrition gained when this item or object is eaten">Nutrition</abbr>
 +
:{{{nutrition}}}
 +
}}
 +
 
 +
{{#if: {{{taste|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Taste = {{ucfirst: {{{taste|}}} }} }} }}
 +
;Taste
 +
:{{ucfirst: {{{taste|}}} }}
 +
}}
 +
 
 +
{{#if: {{{ingested direct thought|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }} }}
 +
;Ingested Direct Thought
 +
:{{{ingested direct thought|}}}
 +
}}
 +
 
 +
{{#if: {{{joy offset|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Joy Offset = {{{joy offset|}}} }} }}
 +
;Recreation Offset
 +
:{{%|{{{joy offset|}}} }}
 +
}}
 +
 
 +
{{#if: {{{joy kind|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Joy Kind = {{{joy kind|}}} }} }}
 +
;Recreation Kind
 +
:{{{joy kind|}}}
 +
}}
 +
 
 +
{{#if: {{{addictiveness|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Addictiveness = {{{addictiveness|}}} }} }}
 +
;Addictiveness
 +
:{{%| {{{addictiveness|}}} }}
 +
}}
 +
 
 +
{{#if: {{{food poison chance|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Food Poison Chance Base = {{{food poison chance|}}} }} }}
 +
;Food Poison Chance
 +
:{{%| {{{food poison chance|}}} }}
 +
}}
 +
 
 +
{{#if: {{{max num to ingest at once|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}
 +
;<abbr title="Maximum Number To Ingest At Once">Maximum To Ingest</abbr>
 +
:{{{max num to ingest at once|}}}
 +
}}
 +
 
 +
{{#if: {{{ingestion time|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Ingestion Time= {{{ingestion time|}}} }} }}
 +
;Ingestion Time
 +
:{{ticks| {{{ingestion time|}}} }}
 +
}}
 +
 
 +
 
 +
<!-- 8. STAT MODIFIERS (for Materials) -->
 +
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Stat Modifiers</p>
 +
<dl>
 +
}}
 +
 
 +
{{#if: {{{beauty factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Beauty Factor = {{{beauty factor|}}} }} }}
 +
;Beauty Factor
 +
:×{{{beauty factor|}}}
 +
}}
 +
 
 +
{{#if: {{{beauty offset|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Beauty Offset = {{{beauty offset|}}} }} }}
 +
;Beauty Offset
 +
:+{{{beauty offset|}}}
 +
}}
 +
 
 +
{{#if: {{{work to make factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Work To Make Factor = {{{work to make factor|}}} }} }}
 +
;Work To Make Factor
 +
:×{{{work to make factor|}}}
 +
}}
 +
 
 +
{{#if: {{{work to build factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Factor = {{{work to build factor|}}} }} }}
 +
;Work To Build Factor
 +
:×{{{work to build factor|}}}
 +
}}
 +
 
 +
{{#if: {{{work to build offset|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Offset = {{{work to build offset|}}} }} }}
 +
;Work To Build Offset
 +
:+{{ticks| {{{work to build offset|}}} }}
 +
}}
 +
 
 +
{{#if: {{{max hit points factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Factor = {{{max hit points factor|}}} }} }}
 +
;Max Hit Points
 +
:×{{{max hit points factor|}}}
 +
}}
 +
 
 +
{{#if: {{{flammability factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Flammability Factor = {{{flammability factor|}}} }} }}
 +
;Flammability
 +
:×{{{flammability factor|}}}
 +
}}
 +
 
 +
{{#if: {{{armor - sharp factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }} }}
 +
;Armor - Sharp
 +
:×{{{armor - sharp factor|}}}
 +
}}
 +
 
 +
{{#if: {{{armor - blunt factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }} }}
 +
;Armor - Blunt
 +
:×{{{armor - blunt factor|}}}
 +
}}
 +
 
 +
{{#if: {{{armor - heat factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat Factor = {{{armor - heat factor|}}} }} }}
 +
;Armor - Heat
 +
:×{{{armor - heat factor|}}}
 +
}}
 +
 
 +
{{#if: {{{insulation - cold factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} }}
 +
;Insulation - Cold
 +
:+{{Temperature| {{{insulation - cold factor|}}} || delta }}
 +
}}
  
 +
{{#if: {{{insulation - heat factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }}
 +
;Insulation - Heat
 +
:+{{Temperature| {{{insulation - heat factor|}}} || delta }}
 +
}}
  
<!--Plants-->
+
{{#if: {{{melee blunt damage factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }} }}
 +
;Melee Blunt Damage
 +
:×{{{melee blunt damage factor|}}}
 +
}}
  
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}
+
{{#if: {{{melee sharp damage factor|}}} |
;Time to grow
+
  {{#if: {{#var:setProperty}} | {{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }} }}
:{{{growth time|}}} day(s)}}
+
;Melee Sharp Damage
 +
:×{{{melee sharp damage factor|}}}
 +
}}
 +
 
 +
{{#if: {{{melee cooldown factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }} }}
 +
;Melee Cooldown
 +
:×{{{melee cooldown factor|}}}
 +
}}
 +
 
 +
{{#if: {{{door opening speed factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }} }}
 +
;Door Opening Speed
 +
:×{{{door opening speed factor|}}}
 +
}}
 +
 
 +
{{#if: {{{rest effectiveness factor|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }} }}
 +
;Rest Effectiveness
 +
:×{{{rest effectiveness factor|}}}
 +
}}
 +
 
 +
 
 +
<!-- 9. MEDICAL -->
 +
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Medical</p>
 +
<dl>
 +
}}
 +
 
 +
{{#if: {{{medical potency base|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} }}
 +
;Medical Potency
 +
:{{%| {{{medical potency base|}}} }}
 +
}}
 +
 
 +
{{#if: {{{medical quality max|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Medical Quality Max = {{{medical quality max|}}} }} }}
 +
;Max medical tend quality
 +
:{{%| {{{medical quality max|}}} }}
 +
}}
  
{{#if: {{{yield|}}}|
 
;Food Yield
 
:{{{yield|}}} [[food|food]]}}
 
  
{{#if: {{{wood|}}}|
+
<!-- 10. PLANT STATS -->
;Wood Yield
+
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|
:{{{wood|}}}}}
+
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Plant Stats</p>
 +
<dl>
 +
}}
  
 +
{{#if: {{{grow days|}}} |
 +
  {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}
 +
;Time to grow
 +
:{{{grow days|}}} days <abbr title="Actual days to grow, taking into account rest time">({{#var:realGrowDays}} days)</abbr>
 +
}}
  
<!--Buildings-->
+
{{#if: {{{lifespanDaysPerGrowDays|}}} |
 +
  {{#if: {{{grow days|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }}
 +
;Lifespan
 +
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite |  {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}}
 +
}} }}
  
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}
+
{{#if: {{{sow work|}}} |
;Power
+
  {{#if: {{#var:setProperty}} | {{#set:Sow Work = {{{sow work|}}} }} }}
:{{{power|}}}W}}
+
;Work to Sow
 +
:{{ticks| {{{sow work|}}} }}
 +
}}
  
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}
+
{{#if: {{{harvest work|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Harvest Work = {{{harvest work|}}} }} }}
 +
;Work to Harvest
 +
:{{ticks| {{{harvest work|}}} }}
 +
}}
  
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}
+
{{#if: {{{product|}}} |
;Work To Build
+
{{#if: {{{yield|}}} |
:{{{work to build|}}}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}
 +
;<abbr title="Assumes 1x multipliers from difficulty, pawn stats, and other sources.">Base Harvest Yield</abbr>
 +
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}
 +
}}  
  
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}
+
{{#if: {{{yield|}}} |
;Materials
+
  {{#if: {{{sow work|}}} |
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16
+
    {{#if: {{{harvest work|}}} |
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|
+
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }} }}
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}
 
  &nbsp;& {{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|}}} }}
 
    &nbsp;& {{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|}}} }}
 
      &nbsp;& {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16
 
      }} }}
 
 
     }}
 
     }}
 
   }}
 
   }}
 +
}}
 +
}}
 +
 +
{{#if: {{{min sowing skill|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}
 +
;<abbr title="Minimum skill required to sow the plant">Min Skill</abbr>
 +
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]
 
}}
 
}}
  
<!--Floors-->
+
{{#if: {{{min fertility|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Fertility Min = {{{min fertility|}}} }} }}
 +
;Min Fertility
 +
:{{%| {{{min fertility|}}} }}
 +
}}
  
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}
+
{{#if: {{{fertility sensitivity|}}} |
;Move Speed Factor
+
  {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} }}
:{{#expr:{{{speed|}}}*100}}%
+
;Fertility Sensitivity
 +
:{{%| {{{fertility sensitivity|}}} }}
 +
}}
 +
 
 +
{{#if: {{{fertility sensitivity|}}} |
 +
{{#if: {{#var:setProperty}} | {{#set:Min Grow Light = {{{min grow light|0.5}}} }} }}
 +
;Min light to grow
 +
:{{%| {{{min grow light|0.5}}} }}
 +
  {{#if: {{{grow days|}}} |
 +
    {{#if: {{{yield|}}} |
 +
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}
 +
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}
 +
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}
 +
      {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }}
 +
}} }} }}
 +
 
 +
 
 +
<!-- WEAPONS -->
 +
{{#ifeq: {{{mode|}}} | Melee
 +
  | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }}
 +
  | {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }} }}
 +
    {{#if: {{{mode|}}}
 +
    | {{#if: {{#var:setProperty}} | {{#set:Aiming Time Base = {{{warmup|}}} | Ranged Cooldown Base = {{{cooldown|}}} }}
 +
    }} }}
 +
 
 +
<!-- 11. RANGED COMBAT -->
 +
{{#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: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ranged Combat</p>
 +
<dl>
 +
}}
 +
 
 +
{{#if: {{{mode|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}
 +
;Mode
 +
:{{{mode|}}}
 +
}}
 +
 
 +
}}
 +
 
 +
{{#if: {{{damage|}}} |
 +
;Damage
 +
:{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}}
 +
}}
 +
 
 +
{{#if: {{{armorPenetration|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }}
 +
;Armor penetration
 +
:{{{armorPenetration|}}}%
 +
}}
 +
 
 +
{{#if: {{{warmup|}}} |
 +
;<abbr title="Time it takes to aim the weapon">Warm-Up</abbr>
 +
:{{ticks| {{{warmup|}}} }}
 +
}}
 +
 
 +
{{#if: {{{cooldown |}}} |
 +
;<abbr title="Waiting time before you can aim again after firing">Cooldown</abbr>
 +
:{{ticks| {{{cooldown|}}} }}
 +
}}
 +
 
 +
{{#if: {{{range|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Range = {{{range|}}} }} }}
 +
;Range
 +
:{{{range|}}} tile(s)
 +
}}
 +
 
 +
{{#if: {{{minrange|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Minimum Range = {{{minrange|}}} }} }}
 +
;Minimum Range
 +
:{{{minrange|}}} tiles
 +
}}
 +
 
 +
{{#if: {{{accuracy|}}} |
 +
;Accuracy
 +
:{{{accuracy|}}}
 +
}}
 +
 
 +
{{#if: {{{accuracyTouch|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }} }}
 +
  {{#if: {{{accuracyShort|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }} }}
 +
    {{#if: {{{accuracyMedium|}}} |
 +
      {{#if: {{#var:setProperty}} | {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }} }}
 +
      {{#if: {{{accuracyLong|}}} |
 +
        {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}
 +
;<abbr title="Touch % - Short % - Medium % - Long %">Accuracy</abbr>
 +
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
 +
}} }} }} }}
 +
 
 +
{{#if: {{{accuracyAvg|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }}
 +
;<abbr title="Average accuracy of the weapon, taking range into account.">Avg. accuracy</abbr>
 +
:{{{accuracyAvg|}}}%
 +
}}
 +
 
 +
{{#if: {{{velocity|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }}
 +
;Velocity
 +
:{{{velocity|}}} (m/s)
 
}}
 
}}
  
<!--Furniture-->
+
{{#if: {{{burst|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }}
 +
;Burst Count
 +
:{{{burst|}}} (per burst)
 +
}}
  
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}
+
{{#if: {{{burstTicks|}}} |
;Immunity Gain Speed Factor
+
  {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}
:{{{immunity gain speed factor|}}}}}
+
;<abbr title="Time between shots in a single burst">Burst Ticks</abbr>
 +
:{{ticks| {{{burstTicks|}}} }}<br/>({{#expr: 3600 / {{{burstTicks|}}} round2}} <abbr title="Rounds Per Minute">RPM</abbr>)
 +
}}
  
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}
+
{{#if: {{{missRadius|}}} |
;Rest Effectiveness
+
  {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}
:{{{rest effectiveness|}}}}}
+
;<abbr title="Missed shots are forced to land within this radius">Miss Radius</abbr>
 +
:{{{missRadius|}}} tile(s)
 +
}}
  
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}
+
{{#if: {{{blastRadius|}}} |
;Comfort
+
  {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }}
:{{{comfort|}}}}}
+
;Blast Radius
 +
:{{{blastRadius|}}}
 +
}}
  
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}
+
{{#if: {{{DPS|}}} |
;Comfort Offset
+
  {{#vardefine:maximumDPS | {{#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}} }}
:{{{comfort offset|}}}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Maximum DPS = {{#var:maximumDPS}} }} }}
 +
  {{#if: {{{accuracyTouch|}}} |
 +
    {{#if: {{{accuracyShort|}}} |
 +
      {{#if: {{{accuracyMedium|}}} |
 +
    {{#if: {{{accuracyLong|}}} |
 +
  {{#vardefine:averageDPS | {{#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}} }} }} }} }} }}
 +
          {{#if: {{#var:setProperty}} | {{#set:Average DPS = {{#var:maximumDPS}} }} }}
 +
;<abbr title="Formatted as: Maximum damage per second (DPS with average accuracy)">DPS</abbr>
 +
:{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }}
 +
}}
  
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}
+
{{#if: {{{stoppingPower|}}} |
;Cover Effectiveness
+
  {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}
:{{#expr:{{{cover|}}}*100}}%}}
+
;<abbr title="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</abbr>
 +
:{{{stoppingPower|}}}
 +
}}
  
<!--Weapons-->
 
  
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}
+
<!-- 12. MELEE COMBAT -->
;Class
+
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}    {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}   {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|
:[[{{{class|}}} Weapons|{{{class|}}}]]
+
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Melee Combat</p>
 +
<dl>
 
}}
 
}}
  
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}
+
<!-- Animal Melee Combat -->
;Mode
+
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} |
:{{{mode|}}}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{attack1dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}
 +
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 DPS = {{#var:Attack1DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}
 +
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}
 +
:{{ucfirst:{{{attack1part|Body part?}}} }}<!--
 +
--><br/>{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])<!--
 +
--><br/>{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack1cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack1chancefactor|}}} | <br/>{{{attack1chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack1stun|}}} | <br/>Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }}
 +
 
 +
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{attack2dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}
 +
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 DPS = {{#var:Attack2DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}
 +
;Attack 2
 +
:{{ucfirst:{{{attack2part|Body part?}}} }}<!--
 +
--><br/>{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])<!--
 +
--><br/>{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack2cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack2chancefactor|}}} | <br/>{{{attack2chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack2stun|}}} | <br/>Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }}
 +
 
 +
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{attack3dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}
 +
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 DPS = {{#var:Attack3DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}
 +
;Attack 3
 +
:{{ucfirst:{{{attack3part|Body part?}}} }}<!--
 +
--><br/>{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])<!--
 +
--><br/>{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack3cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack3chancefactor|}}} | <br/>{{{attack3chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack3stun|}}}| <br/>Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }}
 +
 
 +
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{attack4dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}
 +
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 DPS = {{#var:Attack4DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}
 +
;Attack 4
 +
:{{ucfirst:{{{attack4part|Body part?}}} }}<!--
 +
--><br/>{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])<!--
 +
--><br/>{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack4cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack4chancefactor|}}} | <br/>{{{attack4chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack4stun|}}} | <br/>Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }}
 +
 
 +
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Damage = {{{attack5dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}
 +
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 DPS = {{#var:Attack5DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}
 +
;Attack 5
 +
:{{ucfirst:{{{attack5part|Body part?}}} }}<!--
 +
--><br/>{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])<!--
 +
--><br/>{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack5cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack5chancefactor|}}} | <br/>{{{attack5chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack5stun|}}} | <br/>Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }}
 +
 
 +
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Damage = {{{attack6dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}
 +
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 DPS = {{#var:Attack6DPS}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}
 +
;Attack 6
 +
:{{ucfirst:{{{attack6part|Body part?}}} }}<!--
 +
--><br/>{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])<!--
 +
--><br/>{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}<!--
 +
--><br/>{{{attack6cool|0}}} second cooldown<!--
 +
-->{{#if: {{{attack6chancefactor|}}} | <br/>{{{attack6chancefactor|}}} chance factor}}<!--
 +
-->{{#if: {{{attack6stun|}}} | <br/>Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }}
  
{{#if: {{{damage|}}}|
 
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}
 
;Dmg Type
 
:{{{damage type|Sharp }}}
 
  
 +
{{#ifeq: {{#varexists: Attack6DPS}}|1|
 +
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}} + {{#var:Attack6DPS}})/6 * 0.62 round 2}} }}|
 +
{{#ifeq: {{#varexists: Attack5DPS}}|1|
 +
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}})/5 * 0.62 round 2}} }}|
 +
{{#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}} }} }} }} }} }} }} }}
  
<!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property-->
+
{{#ifeq: {{#varexists: MobAverageDPS}} | 1 |
 +
  {{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }}
 +
;Average {{DPS}}
 +
:{{#var:MobAverageDPS}}
 +
}}
  
{{#ifeq: {{#varexists: MobAverageDPS}}|1|
+
{{#if: {{{mobdamage|}}} |
;Average DPS
+
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage|}}} }} }}
:{{#var: MobAverageDPS}}
+
;Damage
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}
+
:{{{mobdamage|}}}
 +
}}
  
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |
+
{{#if: {{{mobdamagetype|}}} |
{{#set:Melee Damage Base = {{{damage|}}}
+
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype|}}} }} }}
|Melee Warmup = {{{warmup|}}}
+
;Damage Type
|Melee Cooldown Base = {{{cooldown|}}}
+
:{{{mobdamagetype|}}}
 
}}
 
}}
|
 
{{#set:Damage Base = {{{damage|}}}
 
|Aiming Time Base = {{{warmup|}}}
 
|Ranged Cooldown Base = {{{cooldown|}}}
 
|Weapons/Row/Ranged/NoInclude=False
 
}} }} |}}
 
  
 +
{{#if: {{{mobdamage2|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage2|}}} }} }}
 
;Damage
 
;Damage
:{{{damage|}}}
+
:{{{mobdamage2|}}}
 +
}}
 +
 
 +
{{#if: {{{mobdamagetype2|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype2|}}} }} }}
 +
;Damage Type
 +
:{{{mobdamagetype2|}}}
 +
}}
 +
 
 +
{{#if: {{{mobdamage3|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage3|}}} }} }}
 +
;Damage
 +
:{{{mobdamage3|}}}
 +
}}
 +
 
 +
{{#if: {{{mobdamagetype3|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype3|}}} }} }}
 +
;Damage Type
 +
:{{{mobdamagetype3|}}}
 +
}}
 +
 
 +
{{#if: {{{mobdamageaverage|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Average Melee Damage = {{{mobdamageaverage|}}} }} }}
 
}}
 
}}
  
 
<!-- New melee starting from Beta 18 -->
 
<!-- New melee starting from Beta 18 -->
 +
{{#ifeq: {{lc:{{{mode|}}} }} | melee |
 +
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}
 +
;Mode
 +
:{{{mode|}}}
 +
}}
  
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|
+
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} |
   {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }} }}
   {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}
   {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}
   {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }}
 +
   {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}
 
   {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}
 
   {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}
 
   {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
;Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
+
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
:{{{meleeattack1part|Body part?}}}<br>{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})<br>{{{meleeattack1cool|0}}} seconds cooldown}}
+
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}<!--
 +
--><br/>{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])<!--
 +
--><br/>{{{meleeattack1ap|0}}}% {{AP}}<!--
 +
--><br/>{{{meleeattack1cool|0}}} seconds cooldown<!--
 +
-->{{#if: {{{meleeattack1chancefactor|}}} | <br/>{{{meleeattack1chancefactor|}}} chance factor}} }}
 +
 
 +
{{#if: {{{body part|}}} | <!-- Body part that is replaced by an artificial body part -->
 +
  {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} <!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.-->
 +
;Body Part
 +
:{{{body part|}}}
 +
}}
  
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|
+
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} |
   {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }} }}
   {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}
   {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}
   {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }}
 +
   {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}
 
   {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}
 
   {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}
 
   {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
+
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
:{{{meleeattack2part|Body part?}}}<br>{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})<br>{{{meleeattack2cool|0}}} seconds cooldown}}
+
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}<!--
 +
--><br/>{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])<!--
 +
--><br/>{{{meleeattack2ap|0}}}% {{AP}}<!--
 +
--><br/>{{{meleeattack2cool|0}}} seconds cooldown<!--
 +
-->{{#if: {{{meleeattack2chancefactor|}}} | <br/>{{{meleeattack2chancefactor|}}} chance factor}} }}
  
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|
+
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} |
   {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }} }}
   {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}
   {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}
+
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}
   {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }}
   {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}
+
   {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}
 +
   {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}
 
   {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
 
   {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
+
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
:{{{meleeattack3part|Body part?}}}<br>{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})<br>{{{meleeattack3cool|0}}} seconds cooldown }}
+
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}<!--
 +
--><br/>{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])<!--
 +
--><br/>{{{meleeattack3ap|0}}}% {{AP}}<!--
 +
--><br/>{{{meleeattack3cool|0}}} seconds cooldown<!--
 +
-->{{#if: {{{meleeattack3chancefactor|}}} | <br/>{{{meleeattack3chancefactor|}}} chance factor}} }}
 +
 
 +
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}
 +
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}
 +
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}
 +
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
 +
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 +
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}<!--
 +
--><br/>{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])<!--
 +
--><br/>{{{meleeattack4ap|0}}}% {{AP}}<!--
 +
--><br/>{{{meleeattack4cool|0}}} seconds cooldown<!--
 +
-->{{#if: {{{meleeattack4chancefactor|}}} | <br/>{{{meleeattack4chancefactor|}}} chance factor}} }}
 +
 
 +
 
 +
{{#if: {{{MeleeWeaponAverageDPS|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:MeleeDPS = {{{MeleeWeaponAverageDPS|}}} }} }}
 +
;Melee Average {{DPS}}
 +
:{{{MeleeWeaponAverageDPS|}}}
 +
}}
 +
 
 +
{{#if: {{{MeleeWeaponAverageAP|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:MeleeAP = {{{MeleeWeaponAverageAP|}}} }} }}
 +
;Melee Average {{AP}}
 +
:{{{MeleeWeaponAverageAP|}}}%
 +
}}
  
{{#if: {{{MeleeWeaponAverageDPS|}}}|
 
;Melee Average DPS
 
:{{{MeleeWeaponAverageDPS|}}} }}
 
  
<!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game  
+
<!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game
  
 
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|
 
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|
   {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|
+
   {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}|
 
     {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|
 
     {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|
       {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|
+
       {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}|
 
       {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|
 
       {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|
         {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}
+
         {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }}
  
 
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|
 
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|
   {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|
+
   {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}|
 
     {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|
 
     {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|
       {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|
+
       {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}|
 
       {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|
 
       {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|
         {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }}  
+
         {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }}
  
 
  ---------- Line to separate the mess above from the other stuff below ---------- -->
 
  ---------- Line to separate the mess above from the other stuff below ---------- -->
  
{{#if: {{{armorPenetration|}}}|
+
<!--- 13. CREATION --->
;Armor penetration
+
{{#if: {{{research|}}} {{{production facility 1|}}} {{{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|}}} {{{product amount|}}} |
:{{{armorPenetration|}}}%}}
+
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Creation</p>
 +
<dl>
 +
}}
 +
 
 +
{{#if: {{{production facility 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }} }}
 +
{{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }}
 +
{{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }}
 +
{{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }}
 +
{{#if: {{{production facility 1|}}} |
 +
;Crafted At
 +
:{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 2|}}}|&nbsp;/&nbsp;{{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}|&nbsp;/&nbsp;{{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}|&nbsp;/&nbsp;{{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}
 +
}}
 +
 
 +
{{#if: {{#vardefineecho:research|{{lc:{{{research|}}} }} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}
 +
{{#if: {{#var:setProperty}} | {{#set:
 +
  Required Research = {{#var:research1}}
 +
| Required Research = {{#var:research2}}
 +
| Required Research = {{#var:research3}}
 +
| Required Research = {{#var:research4}}
 +
| Required Research = {{#var:research5}}
 +
}} }}
 +
;Required Research
 +
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}<!--
 +
 
 +
-->{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
 +
 
 +
-->{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
 +
 
 +
-->{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}<!--
 +
 
 +
-->{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &nbsp;{{Icon Small|Techprint|16}} }} }}
 +
}}
 +
 
 +
{{#if: {{{skill 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }} }}
 +
{{#if: {{{skill 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }} }}
 +
{{#if: {{{skill 1 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }} }}
 +
{{#if: {{{skill 2 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }} }}
 +
 
 +
{{#if: {{{skill 1|}}} |
 +
;Skill{{#if:{{{skill 2|}}}|s}} Required
 +
:[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|& [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{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 -->
 +
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||
 +
  {{#if: {{{work to make|}}} |
 +
    {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }}
 +
;Work To Make
 +
:{{ticks| {{{work to make|}}} }}
 +
}} }}
 +
 
 +
{{#if: {{{work speed stat|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}
 +
;Work Speed Stat
 +
:[[{{{work speed stat|}}}]]
 +
}}
  
{{#if: {{{warmup|}}}|
+
{{#if: {{{gestation cycles|}}} |
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}
+
  {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}
:{{ticks|{{{warmup|}}}}}}}
+
;<abbr title="The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid">Gestation Cycles</abbr>
 +
:{{{gestation cycles|}}}
 +
}}
  
{{#if: {{{cooldown |}}}|
+
{{#if: {{{stuff tags|}}} |
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}
+
  {{#if: {{#var:setProperty}} |
:{{ticks|{{{cooldown|}}}}}}}
+
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}
 +
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}
 +
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}
 +
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}
 +
        | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}
 +
;<abbr title="The types of resource that can be substituted for the generic resource type">Stuff Tags</abbr>
 +
:{{{stuff tags|}}}
 +
}}
  
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}
+
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||
;Range
+
  {{#if: {{{resource 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 = {{{resource 1|}}} }} }} }}
:{{{range|}}} tile(s)}}
+
  {{#if: {{{resource 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 = {{{resource 2|}}} }} }} }}
 +
  {{#if: {{{resource 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 = {{{resource 3|}}} }} }} }}
 +
  {{#if: {{{resource 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 = {{{resource 4|}}} }} }} }}
 +
  {{#if: {{{resource 5|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 = {{{resource 5|}}} }} }} }}
 +
  {{#if: {{{resource 6|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 = {{{resource 6|}}} }} }} }}
 +
  {{#if: {{{resource 1 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }} }}
 +
  {{#if: {{{resource 2 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }} }}
 +
  {{#if: {{{resource 3 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }} }}
 +
  {{#if: {{{resource 4 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }} }}
 +
  {{#if: {{{resource 5 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }} }}
 +
  {{#if: {{{resource 6 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }} }}
 +
  {{#if: {{{resource 1 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }} }}
 +
  {{#if: {{{resource 2 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }} }}
 +
  {{#if: {{{resource 3 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }} }}
 +
  {{#if: {{{resource 4 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }} }}
 +
  {{#if: {{{resource 5 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }} }}
 +
  {{#if: {{{resource 6 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }} }}
  
{{#if: {{{minrange|}}}|
 
;Minimum Range
 
:{{{minrange|}}} tiles}}
 
  
{{#if: {{{accuracy|}}}|
+
  {{#if: {{{resource 1|}}}|<!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||-->
;Accuracy
+
;Resources to make
:{{{accuracy|}}}}}
+
:{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{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: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}   
+
<!---If resource 1 is set to stuff, but theres no stuff tags, make note of it--->
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }} 
+
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}     
+
;<abbr title="The types of resource that can be substituted for the generic resource type">Stuff tags</abbr>
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}
+
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span>
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}
+
}}
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
+
|}}
;Average Acc.
 
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%
 
}}    
 
 
}}
 
}}
 +
 +
{{#if: {{{product amount|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}
 +
;<abbr title="The amount of this item produced from the required resources">Product Amount</abbr>
 +
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}
 
}}
 
}}
 +
 +
{{#if: {{{deconstruct yield|}}}|
 +
;<abbr title="Resources recovered when deconstructing.">Deconstruct yield</abbr>
 +
:{{{deconstruct yield|}}}|
 +
<!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 > 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true
 +
-->{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} > 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} > 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} > 0|
 +
;<abbr title="Resources recovered when deconstructing.">Deconstruct yield</abbr>
 +
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} <!--
 +
-->{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
 +
-->{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
 +
-->{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
 +
-->{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} <!--
 +
-->{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}
 +
|}}
 
}}
 
}}
  
 +
{{#if:{{{destroyyield|}}} |
 +
;<abbr title="Resources recovered when destroyed.">Destroy yield</abbr>
 +
:{{{destroyyield|}}}<!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.
 +
-->| {{#ifeq:{{{type|}}}|Building|<!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title
 +
-->{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} > 0|
 +
;<abbr title="Resources recovered when destroyed.">Destroy yield</abbr>
 +
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|<!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25
 +
-->{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} <!--
 +
-->{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} <!--
 +
-->{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} <!--
 +
-->{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} <!--
 +
-->{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} <!--
 +
-->{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}<!--
 +
-->|}}<!--
 +
-->{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}<!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write " + "
 +
-->{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}<!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: <amount> {{Icon Small|<resource>}})
 +
-->|}}<!--
 +
-->|}}<!--
 +
-->}}
 +
 +
 +
<!-- 14. ABILITY -->
 +
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |
 +
</dl>{{clear}}
 +
<p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>Ability</p>
 +
<dl>
  
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}
+
{{#if: {{{psylink level|}}} |
;Velocity
+
  {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }}
:{{{velocity|}}} (m/s)}}
+
;Psylink Level
 +
:{{{psylink level|}}}
 +
}}
 +
 
 +
{{#if: {{{psyfocus cost|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }}
 +
;Psyfocus Cost
 +
:{{%|{{{psyfocus cost|}}}}}
 +
}}
  
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}
+
{{#if: {{{neural heat gain|}}} |
;Burst Count
+
  {{#if: {{#var:setProperty}} | {{#set:Neural Heat Gain = {{{neural heat gain|}}} }} }}
:{{{burst|}}} (per burst)}}
+
;Neural Heat Gain
 +
:{{{neural heat gain|}}}
 +
}}
  
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}
+
{{#if: {{{casting time|}}} |
;{{H:title|link=no|Time between shots|Burst Ticks}}
+
  {{#if: {{#var:setProperty}} | {{#set:Casting Time = {{{casting time|}}} }} }}
:{{ticks|{{{burstTicks|}}}}}}}
+
;Casting Time
 +
:{{Ticks|{{{casting time|}}}}}
 +
}}
  
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}
+
{{#if: {{{ability range|}}} | <!--- Unsure whether to fold this inot normal range - is currently used by weapons, weapon likes and weapon like utilityies -->
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}
+
  {{#if: {{#var:setProperty}} | {{#set:Ability Range = {{{ability range|}}} }} }}
:{{{missRadius|}}} tile(s)}}
+
;Range
 +
:{{{ability range|}}} tiles
 +
}}
  
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}
+
{{#if: {{{effect radius|}}} |
;Blast Radius
+
  {{#if: {{#var:setProperty}} | {{#set:Effect Radius = {{{effect radius|}}} }} }}
:{{{blastRadius|}}}}}
+
;Effect Radius
 +
:{{{effect radius|}}} tiles
 +
}}
 +
 
 +
{{#if: {{{duration|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Duration = {{{duration|}}} }} {{#set:Duration Multiplier = {{{duration multiplier|}}} }} }}
 +
;Duration
 +
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|<br><small>(Modified by {{{duration multiplier|}}})</small>}}
 +
}}
  
{{#if: {{{DPS|}}}|
+
{{#if: {{{goodwill impact|}}} |
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}
+
  {{#if: {{#var:setProperty}} | {{#set:Goodwill Impact = {{{goodwill impact|}}} }} }}
:{{ #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 }})}}}}}}}}
+
;Goodwill Impact
{{#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 }}}}
+
:{{{goodwill impact|}}}
{{#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)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}
 
 
}}
 
}}
  
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}
+
{{#if: {{{caster must be capable of violence|}}} |
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}
+
  {{#if: {{#var:setProperty}} | {{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }} }}
:{{{stoppingPower|}}}}}
+
;Caster Must Be Capable of Violence
 +
:{{ucfirst:{{{caster must be capable of violence|}}}}}
 +
}}
  
{{#if: {{{buy|}}}|
+
}}
;Buy
 
:{{{buy|}}}}}
 
  
{{#if:{{{sell|}}}|
+
<!-- 15. TECHNICAL -->
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}
+
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}
;Sell
 
:{{{sell|}}}}}
 
  
 +
{{#if: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{food preference|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{bulk product amount|}}} |
 +
</dl>{{clear}}
 +
<div class="subheading mw-customtoggle-myDivision" style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'> Technical
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision"> <span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'>
 +
{{#if: {{{defName|}}} |
 +
; defName
 +
: {{{defName|}}}
 +
}}<!--
 +
-->{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }}
 +
;Has Quality
 +
:{{ucfirst:{{{has quality|}}} }}
 +
}}<!--
 +
-->{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }}
 +
;Color
 +
:{{{color|}}}
 +
}}<!--
 +
-->{{#if: {{{file|}}} |
 +
; File
 +
: {{{file|}}}
 +
}}<!--
 +
-->{{#if: {{{thingCategories|}}} |
 +
; thingCategories
 +
: {{{thingCategories|}}}
 +
}}<!--
 +
-->{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set:
 +
weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }}
 +
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }}
 +
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }}
 +
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }}
 +
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }}
 +
}} }}
 +
; weaponTags
 +
: {{{weaponTags|}}}
 +
}}<!--
 +
-->{{#if: {{{thingSetMakerTags|}}} |
 +
; thingSetMakerTags
 +
: {{{thingSetMakerTags|}}}
 +
}}<!--
 +
-->{{#if: {{{defaultOutfitTags|}}} |
 +
; defaultOutfitTags
 +
: {{{defaultOutfitTags|}}}
 +
}}<!--
 +
-->{{#if: {{{factionPrerequisiteTags|}}} |
 +
; factionPrerequisiteTags
 +
: {{{factionPrerequisiteTags|}}}
 +
}}<!--
 +
-->{{#if: {{{harvestTag|}}} |
 +
; harvestTag
 +
: {{{harvestTag|}}}
 +
}}<!--
 +
-->{{#if: {{{recipePrerequisiteTags|}}} |
 +
;recipePrerequisiteTags
 +
: {{{recipePrerequisiteTags|}}}
 +
}}<!--
 +
-->{{#if: {{{ResearchProjectTagDef|}}} |
 +
;ResearchProjectTagDef
 +
:{{{ResearchProjectTagDef|}}}
 +
}}<!--
 +
-->{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }}
 +
;sowTag
 +
:{{{sowTag|}}}
 +
}}<!--
 +
-->{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:
 +
sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}
 +
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}
 +
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}
 +
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}
 +
}} }}
 +
;sowTags
 +
:{{{sowTags|}}}
 +
}}<!--
 +
-->{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set:
 +
tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }}
 +
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }}
 +
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }}
 +
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }}
 +
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }}
 +
}} }}
 +
;tag
 +
:{{{tag|}}}
 +
}}<!--
 +
-->{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set:
 +
tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }}
 +
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }}
 +
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }}
 +
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }}
 +
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }}
 +
}} }}
 +
;tags
 +
:{{{tags|}}}
 +
}}<!--
 +
-->{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set:
 +
techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }}
 +
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }}
 +
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }}
 +
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }}
 +
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }}
 +
}} }}
 +
;techHediffsTags
 +
:{{{techHediffsTags|}}}
 +
}}<!--
 +
-->{{#if: {{{thingSetMakerTagsToAllow|}}} |
 +
;thingSetMakerTagsToAllow
 +
:{{{thingSetMakerTagsToAllow|}}}
 +
}}<!--
 +
-->{{#if: {{{thingSetMakerTagsToDisallow|}}} |
 +
;thingSetMakerTagsToDisallow
 +
:{{{thingSetMakerTagsToDisallow|}}}
 +
}}<!--
 +
-->{{#if: {{{tradeTag|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }}
 +
;tradeTag
 +
:{{{tradeTag|}}}
 +
}}<!--
 +
-->{{#if: {{{tradeTags|}}} |
 +
  {{#if: {{#var:setProperty}} |
 +
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}
 +
        | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}}
 +
        | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}
 +
;tradeTags
 +
:{{{tradeTags|}}}
 +
}}<!--
 +
-->{{#if: {{{tradeTagsBuy|}}} |
 +
;tradeTagsBuy
 +
:{{{tradeTagsBuy|}}}
 +
}}<!--
 +
-->{{#if: {{{tradeTagsSell|}}} |
 +
;tradeTagsSell
 +
:{{{tradeTagsSell|}}}
 +
}}<!--
 +
-->{{#if: {{{tradeTagsToAllow|}}} |
 +
;tradeTagsToAllow
 +
:{{{tradeTagsToAllow|}}}
 +
}}<!--
 +
-->{{#if: {{{tutorHighlightTag|}}} |
 +
;tutorHighlightTag
 +
:{{{tutorHighlightTag|}}}
 +
}}<!--
 +
-->{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set:
 +
apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }}
 +
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }}
 +
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }}
 +
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }}
 +
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }}
 +
}} }}
 +
;apparelTags
 +
:{{{apparelTags|}}}
 +
}}<!--
 +
-->{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set:
 +
buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }}
 +
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }}
 +
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }}
 +
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }}
 +
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }}
 +
}} }}
 +
;buildingTags
 +
:{{{buildingTags|}}}
 +
}}<!--
 +
-->{{#if: {{{stuff adjective|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Stuff Adjective = {{{stuff adjective|}}} }} }}
 +
; Stuff Adjective
 +
:{{{stuff adjective|}}}
 +
}}<!--
 +
-->{{#if: {{{small volume|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Small Volume = {{{small volume|}}} }} }}
 +
; Small Volume
 +
:{{{small volume|}}}
 +
}}<!--
 +
-->{{#if: {{{preferability|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }}
 +
; Preferability
 +
: {{ucfirst:{{{preferability|}}} }}
 +
}}<!--
 +
-->{{#if: {{{food preference|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Food Preference = {{{food preference|}}} }} }}
 +
; Food Preference
 +
: {{{food preference|}}}
 +
}}<!--
 +
-->{{#if: {{{drug category|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Drug Category = {{{drug category|}}} }} }}
 +
; Drug Category
 +
: {{{drug category|}}}
 +
}}<!--
 +
-->{{#if: {{{is pleasure drug|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }} }}
 +
; Is Pleasure Drug
 +
: {{{is pleasure drug|}}}
 +
}}<!--
 +
-->{{#if: {{{bulk product amount|}}} |
 +
  {{#if: {{#var:setProperty}} | {{#set:Bulk Product Amount = {{{bulk product amount|}}} }} }}
 +
;<abbr title="The amount of this item produced by the bulk recipe">Bulk Product Amount</abbr>
 +
:{{Icon Small| {{#var:Name}} }} {{{product amount|}}}
 +
}}<!--
 +
--></span> </div> </div>}}
 
<br style="clear: both; height: 0px;" />
 
<br style="clear: both; height: 0px;" />
</dl></div></div>
+
</div></div></includeonly><noinclude>
 
+
{{documentation}}</noinclude><!-- Add categories and interwikis to the /doc subpage, not here! -->
<noinclude>
 
{{documentation}}
 
[[Category:Template Infobox]]
 
</noinclude>
 

Latest revision as of 22:11, 12 April 2024

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

Intro[edit]

Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:

  • Takes in facts: On each page which describes an in-game object, we call {{infobox main | ...}}, where ... is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things
  • Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param |marketvalue = 200, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool!
  • Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the |marketvalue = 200 param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.

As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ..., this template will set the 'Market Value Base' property of the 'Foo' page to 200.

These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}}. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster

Positional parameters[edit]

This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)

Usage[edit]

  • Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.
  • You can add a "name" and "image". Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)

Parameter List

{{infobox main

<!-- All pawns (animals, humanoids, mechanoids) -->
|movespeed    = base movement speed
|attack1dmg   = base damage of first attack <meleeDamageBaseAmount>
|attack1type  = damage type of first attack <meleeDamageDef>
|attack1part  = body part of first attack <linkedBodyPartsGroup>
|attack1cool  = cooldown of first attack (in ticks) <defaultCooldownTicks>
|attack1stun  = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages>
|attack2dmg   = as above for second attack
|attack2type  = as above for second attack
|attack2part  = as above for second attack
|attack2cool  = as above for second attack
|attack2stun  = as above for second attack
|attack3dmg   = as above for third attack
|attack3type  = as above for third attack
|attack3part  = as above for third attack
|attack3cool  = as above for third attack
|attack3stun  = as above for third attack
|attack4dmg   = as above for fourth attack
|attack4type  = as above for fourth attack
|attack4part  = as above for fourth attack
|attack4cool  = as above for fourth attack
|attack4stun  = as above for fourth attack
|bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity
|massyoung    = the mass of an animal when young
|massjuvenile = the mass of an animal when juvenile
|massadult    = the mass of an animal when adult
|meatname     = name of meat given when butchered. Defaults to "x meat" when not defined.
|meatyield    = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield.
|leathername  = name of leather given when butchered. Defaults to "x leather" when not defined. Leave empty if no leather is produced.
|leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield.

<!--Apparel and Armor-->
|armorblunt           = blunt armor rating for non-material dependent Apparel and Armor
|armorsharp           = sharp armor rating for non-material dependent Apparel and Armor
|armorheat            = heat armor rating for non-material dependent Apparel and Armor
|armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor
|armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor
|armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor
|painshockthreshold   = increase in pain shock threshold
|insulationheat       = base heat tolerance modifier
|insulationcold       = base cold tolerance modifier
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor
|lifestage            = the valid lifestages the pawn can be i.e. Child and/or Adult
|clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=
|coverage             = coverage provided by the item
|layer                = the layer the item occupies on the pawn

<!-- Animals only -->
|manhunter          = chance to turn manhunter when attacked (0.00 - 1.00)
|manhuntertame      = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)
|hungerrate         = base hunger rate
|diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous
|lifespan           = life expectancy
|trainable          = none/simple/intermediate/advanced
|wildness           = wildness level of creature
|min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness
|milk               = amount of milk produced
|milktime           = milking interval (days)
|woolname           = name of wool given when sheared. Defaults to "x wool" when not defined.
|wool               = wool amount
|sheartime          = shearing interval
|eggsmin            = eggs per clutch minimum
|eggsmax            = eggs per clutch maximum
|eggtime            = egg laying interval
|eggs_avg           = eggs per clutch average
|gestation          = gestation period (days) (must either be a number or N/A)
|offspring          = offspring per birth (Do not use for egg-laying animals)
|maturityage        = age of maturity
|livesin_aridshrubland = true or <omit>
|livesin_borealforest  = true or <omit>
|livesin_desert        = true or <omit>
|livesin_extremedesert = true or <omit>
|livesin_icesheet      = true or <omit>
|livesin_seaice        = true or <omit>
|livesin_temperateforest    = true or <omit>
|livesin_tropicalrainforest = true or <omit>
|livesin_tundra             = true or <omit>
|predator                   = true or <omit>
|min comfortable temperature = min temperature animal can withstand
|max comfortable temperature = max temperature animal can withstand

<!-- Food -->
| nutrition base            = number
| taste                     = string
| ingested direct thought   = string
| joy offset                = number
| preferability             = string
| max num to ingest at once = number
| days to rot               = number

<!-- Plants -->
|growth time    = number of days to grow
|yield          = how much food given when harvested
|wood           = how much wood given when harvested
|min grow light = Minimum light required to grow.

<!-- BUILDING -->
| size                 = two values in the format: 3 ˣ 1
| minifiable           = whether there is an item for this building. Format: true/false
| placeable            = true/false
| rotatable            = true/false
| passability          = string e.g. pass through only
| cover                = how effective the object is when used for cover
| blockswind           = true/false
| terrain affordance   = light, medium or heavy terrain requirements to place object.
| power                = power generated or consumed. Format: + 3600 or - 150
| cleanliness          = number
| cleaning time factor = number
| facility             = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table

<!-- Building - Furniture -->
| glowcolor                     = ?
| glowradius                    = ?
| maxheattemperature            = ?
| mincooltemperature            = ?
| surgery success chance factor = ?
| immunity gain speed factor    = how fast a pawn acquires immunity while using object
| rest effectiveness            = how quickly rest gets restored
| comfort                       = how much comfort it gives when using
| comfort offset                = ?

<!-- Building - Recreation -->
| recreation power = number
| recreation type  = string

<!-- Building - Production -->
| work efficiency factor      = number
| unpowered work speed factor = work speed at an unpowered workstation

<!-- Building - Misc -->
| work speed offset           = number
| max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer
| efficiency                  = efficiency of a battery

<!-- Building - Floors -->
| speed = move speed factor of that flooring. Format: number

<!-- CREATION -->
| work to make      = the base amount of work it takes to build a structure, once all materials are gathered.
| work to uninstall = the amount of work it takes to uninstall a structure.

<!-- All Weapons -->
|damage      = Base weapon damage
|cooldown    = use for cooldown time of weapon (in ticks)
|mode        = Melee/Single-Shot/Single-Use/Burst
|warmup      = How long it takes to aim (in ticks). Set to 0 if melee weapon.
|damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly

<!-- Ranged Weapons Only -->
|burst = Shots per burst. Set to 1 for single-shot weapons.
|burstticks = Time between bursts (in ticks)
|range = Weapon range
|minrange = Minimum weapon range AKA forced-miss range
|missRadius = Missed shots are forced to land within this radius of the target
|area = Explosive area (in squares)
|velocity = use for projectile velocity
|accuracyTouch = use for touch accuracy 
|accuracyShort = use for short range accuracy 
|accuracyMedium = use for medium range accuracy 
|accuracyLong = use for long range accuracy
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies
|blastRadius = use for blast radius of explosive weapons
|armor penetration = armor penetration  of the attack
|stoppingPower = stopping power of the weapon

<!-- Melee Weapons Only -->
|meleeattack1dmg  = base damage of first attack <meleeDamageBaseAmount>
|meleeattack1type = damage type of first attack <meleeDamageDef>
|meleeattack1part = body part of first attack <linkedBodyPartsGroup>
|meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks>
|meleeattack1ap   = armor penetration of first attack
|meleeattack2dmg  = as above for second attack
|meleeattack2type = as above for second attack
|meleeattack2part = as above for second attack
|meleeattack2cool = as above for second attack
|meleeattack2ap   = as above for second attack
|meleeattack3dmg  = as above for third attack
|meleeattack3type = as above for third attack
|meleeattack3part = as above for third attack
|meleeattack3cool = as above for third attack
|meleeattack3ap   = as above for fourth attack
|meleeattack4dmg  = as above for fourth attack
|meleeattack4type = as above for fourth attack
|meleeattack4part = as above for fourth attack
|meleeattack4cool = as above for fourth attack
|meleeattack4ap   = as above for fourth attack
|MeleeWeaponAverageDPS = average melee DPS of the weapon
|MeleeWeaponAverageAP = average melee armor penetration of the weapon


<!-- Miscellaneous -->
|stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody
|work to make = the amount of work required to craft the item
|resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined.
|resource 2 = The second type of resource required to build or craft this item
|resource 3 = The third type of resource required to build or craft this item
|resource 4 = The fourth type of resource required to build or craft this item
|resource 5 = The fifth type of resource required to build or craft this item
|resource 6 = The sixth type of resource required to build or craft this item
|resource 1 amount = The amount of the first type of resource required to build or craft this item
|resource 2 amount = The amount of the second type of resource required to build or craft this item
|resource 3 amount = The amount of the third type of resource required to build or craft this item
|resource 4 amount = The amount of the fourth type of resource required to build or craft this item
|resource 5 amount = The amount of the fifth type of resource required to build or craft this item
|resource 6 amount = The amount of the sixth type of resource required to build or craft this item
|product amount = The amount of items crafted
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)
|skill 1 = Primary required skill
|skill 1 level = Minimum primary skill level required
|skill 2 = Secondary required skill
|skill 2 level = Minimum secondary skill level required

|page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details.

<!-- Technical -->
| stuff adjective = Used for materials. Prefix for a stuffable item e.g. "golden" for "golden Club"
| small value = boolean; "true" for materials like gold and silver
| color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67)

<!--Undocumented parameters -->
|is exotic species =
|petness =
|nuzzleMtb =
|eggs_unfertilized =

<!-- Deprecated parameters -->
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. 
|work to build = merged with work to make
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied
|info = Removed and replaced with description =.
|walkSpeed = Superseded by moveSpeed
|speed = Superseded by moveSpeed
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.
|DPS = Removed. Now calculated automatically.
|healthscale = Unused. Would determine hit points for each body part.
|armorelectric = Not currently used.
|armorpoison = Not currently used.
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.
|mobdamage = Superseded by attack1dmg
|mobdamagetype = Superseded by attack1type
|mobdamage2 = As above, for second attack
|mobdamagetype2 = As above, for second attack
|mobdamage3 = As above for, third attack
|mobdamagetype3 = As above, for third attack
|handleskill = minimum handling skill
|sell price multiplier = a multiplier on the price at which you can sell items.
}}
Parameter Dependencies Type/Unit Property Description xml-tag
0. Testing
set property optional boolean Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary.
1. Head
<1> optional One of:
  • animal
  • area
  • drug
  • exotic
  • fabric
  • food
  • furniture
  • leathery
  • medicine
  • metallic
  • plant
  • production
  • resource
  • security
  • stony
  • structure
  • weapon
Sets the color of the infobox.
name optional pagename Property:Name Title of the infobox. Defaults to current page name if not specified. <label>
image optional Picture name.png Property:Image Defaults to name.png. <graphicData>
imagesize optional, image px See https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image.
audio optional Audio name.wav Property:Audio So far only used for musical instruments. <soundPlayInstrument>
description optional text Property:Description In-game description of the item. <description>
2. Base Stats
type mandatory pagename Property:Type Sets main category.
type2 optional pagename Property:Type2 Sets subcategory.
stuff category optional One of:
  • Metallic
  • Woody
  • Stony
  • Fabric
  • Leathery
Property:Stuff Category Used by materials. <stuffProps><categories>
tech level optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Archotech
  • Spacer
  • Ultra
Property:Tech Level <techLevel>
class optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Spacer
  • Ultra
  • Mechanoid
Property:Class Used by weapons. <weaponClasses>
market value optional silver Property:Market Value Base The amount of silver the item is worth. Defaults to Template:Market Value Calculator. <statBases><MarketValue>
stack limit optional integer Property:Stack Limit Maximum stach size. <stackLimit>
mass base optional kg Property:Mass Base Mass in kilograms - DO NOT USE FOR ANIMALS. <statBases><Mass>
beauty optional integer Property:Beauty <statBases><Beauty>
beauty outdoors optional integer Property:Beauty Beauty score when outdoors. <statBases><BeautyOutdoors>
styledominance optional integer Property:Style Dominance How much this object contributes to overall style dominance in an area. <statBases><StyleDominance>
style optional, styledominance One of:
  • Hindu
  • Christian
  • Islamic
  • Buddhist
  • Morbid
  • Totemic
  • Spikecore
  • Rustic
  • Animalist
  • Techist
Property:Style <StyleCategoryDef>
hp optional integer Property:Max Hit Points Base The amount of damage an object can take. <statBases><MaxHitPoints>
deterioration optional number Property:Deterioration Rate Base The rate at which this item deteriorates when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain. <statBases><DeteriorationRate>
flammability optional number (displayed as %) Property:Style How quickly it burns. <statBases>
days to rot optional days Property:Days To Start Rot Base Used for items that spoil when not frozen. <daysToRotStart>
min safe temperature optional °C Property:Min Safe Temperature Used for fertilzed eggs. <minSafeTemperature>
max safe temperature optional °C Property:Max Safe Temperature Used for fertilzed eggs. <maxSafeTemperature>
spoiling rate per degree per tick optional number (displayed as %) Property:Spoiling Rate Used for fertilzed eggs. <progressPerDegreePerTick>
rotatable optional boolean Property:Rotatable Whether this item spoils when not frozen. <rotatable>
path cost optional integer Property:Path Cost <pathCost>
3. Building
edifice optional boolean Property:Edifice Whether this building has hight. <building><isEdifice>
4. Apparel
5. Pawn Stats
6. Production
7. Ingestion
8. Stat Modifiers (for materials)
beauty factor optional number Property:Beauty Factor <stuffProps><statFactors><Beauty>
beauty offset optional number Property:Beauty Offset <stuffProps><statOffsets><Beauty>
work to make factor optional number Property:Work To Make Factor <stuffProps><statFactors><WorkToMake>
work to build factor optional number Property:Work To Build Factor <stuffProps><statFactors><WorkToBuild>
work to build offset optional ticks Property:Work To Build Offset <stuffProps><statOffsets><WorkToBuild>
max hit points factor optional number Property:Max Hit Points Factor <stuffProps><statFactors><MaxHitPoints>
flammability factor optional number Property:Flammability Factor <stuffProps><statFactors><Flammability>
armor - sharp factor optional number Property:Armor - Sharp Factor <statBases><StuffPower_Armor_Sharp>
armor - blunt factor optional number Property:Armor - Blunt Factor <statBases><StuffPower_Armor_Blunt>
armor - heat factor optional number Property:Armor - Heat Factor <statBases><StuffPower_Armor_Heat>
insulation - cold factor optional °C Property:Insulation - Cold Factor Is actually an offset and not a factor. <statBases><StuffPower_Insulation_Cold>
insulation - heat factor optional °C Property:Insulation - Heat Factor Is actually an offset and not a factor. <statBases><StuffPower_Insulation_Heat>
melee blunt damage factor optional number Property:Melee Blunt Damage Factor <statBases><BluntDamageMultiplier>
melee sharp damage factor optional number Property:Melee Sharp Damage Factor <statBases><SharpDamageMultiplier>
melee cooldown factor optional number Property:Melee Cooldown Factor <stuffProps><statFactors><MeleeWeapon_CooldownMultiplier>
door opening speed factor optional number Property:Door Opening Speed Factor <stuffProps><statFactors><DoorOpenSpeed>
rest effectiveness factor optional number Property:Rest Effectiveness Factor <stuffProps><statFactors><BedRestEffectiveness>
9. Medical
medical potency base optional number (displayed as %) Property:Medical Potency Base How effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery. <statBases><MedicalPotency>
medical quality max optional number (displayed as %) Property:Medical Quality Max <statBases><MedicalQualityMax>
10. Plant Stats
11. Ranged Combat
12. Melee Combat
13. Creation
14. Technical

Deprecated positional parameters[edit]

This template used to take in up to 4 positional parameters, often accomplish relatively hacky things. As of now this template only takes ONE positional parameter -- all others are ignored.

  1. (still in use)
  2. DEPRECATED: Extra CSS class to be applied to the infobox div.
  3. DEPRECATED: Used to be extra params passed to the image layout in the infobox. Superseded by the imagesize= param
  4. DEPRECATED: Overly clever use of the size parameter. The usual format is |size = X|Y. This then gets transformed into x * y. BUT it only works if you have 3 positional parameters prior to the first param.


Example #1[edit]

Muffalo

Muffalo

A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.
Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Move Speed
4.5 c/s
Health Scale
1.75
Body Size
2.4
Mass - Baby
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Pack Capacity
84 kg
Carrying Capacity
180 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
60%
Minimum Handling Skill
5
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-55 °C – 45 °C (-67 °F – 113 °F)

Production

Meat Yield
336 muffalo meat
Leather Yield
96 bluefur
Wool Amount
120 muffalo wool
Shearing Interval
15 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown
Attack 2
Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 3
Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 4
Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 5
Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 6
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Average DPS
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


{{Infobox main|animal
| name = Muffalo
| image = Muffalo east.png
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.<br/>Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.
| type = Animal
| movespeed = 4.5
| min comfortable temperature = -55
| max comfortable temperature = 45
| flammability = 0.7
| marketvalue = 300
| filth rate = 16
| woolname = muffalo wool
| sheartime = 15
| wool = 120
| herdanimal = true
| bodysize = 2.4
| healthscale = 1.75
| hungerrate = 0.535
| diet = herbivorous
| leathername = bluefur
| wildness = 0.6
| manhuntertame = 0
| manhunter = 0.1
| roamMtb = 2
| trainable = none
| mateMtb = 12
| packanimal = true
| gestation = 6.66
| offspring = 1
| lifespan = 15
| juvenileage = 0.25
| maturityage = 0.3333
| tradeTags = AnimalFarm, AnimalCommon
| attack1dmg = 13
| attack1type = Blunt
| attack1cool = 2.6
| attack1part = head
| attack2dmg = 10
| attack2type = Blunt
| attack2cool = 2
| attack2part = front left leg
| attack3dmg = 10
| attack3type = Poke
| attack3cool = 2
| attack3part = front left leg
| attack4dmg = 10
| attack4type = Blunt
| attack4cool = 2
| attack4part = front right leg
| attack5dmg = 10
| attack5type = Poke
| attack5cool = 2
| attack5part = front right leg
| attack6dmg = 10
| attack6type = Bite
| attack6cool = 2
| attack6part = teeth
| attack6chancefactor = 0.5
| livesin_temperateforest = 0.5
| livesin_temperateswamp = 0.5
| livesin_borealforest = 0.5
| livesin_tundra = 2
| livesin_coldbog = 0.5
| livesin_icesheet = 0.1
| livesin_seaice = 0.1
}}

Example #2[edit]

Autopistol

Autopistol

An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
139 Silver
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Avg. accuracy
65%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69 (5)
Stopping power
0.5

Melee Combat

Average DPS
3.1
Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
5,000 ticks (1.39 mins)
Resources to make
Steel 30 + Component 2
Technical
Has Quality
True
weaponTags
Gun, SimpleGun


{{Infobox main|weapon
| name = Autopistol
| image = Autopistol.png
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| type = Equipment
| type2 = Weapons
| tech level = Industrial
| class = Industrial
| damage = 10
| damage type = Bullet
| armorPenetration = 15
| range = 25.9
| work to make = 5000
| accuracyTouch = 80
| accuracyShort = 70
| accuracyMedium = 40
| accuracyLong = 30
| accuracyAvg = 65
| mode = Single-Shot
| warmup = 18
| cooldown = 60
| burst = 1
| DPS = DPS
| velocity = 55
| production facility 1 = Machining table
| research = Blowback operation
| resource 1 = Steel
| resource 1 amount = 30
| resource 2 = Component
| resource 2 amount = 2
| marketvalue = 139
| mass base = 1.2
| stoppingPower = 0.5
| meleeattack1dmg = 9
| meleeattack1type = blunt
| meleeattack1part = Grip
| meleeattack1cool = 2.0
| meleeattack1ap = 13
| meleeattack2dmg = 9
| meleeattack2type = blunt
| meleeattack2part = Barrel
| meleeattack2cool = 2.0
| meleeattack2ap = 13
| meleeattack3dmg = 9
| meleeattack3type = Poke
| meleeattack3part = Barrel
| meleeattack3cool = 2.0
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
| MeleeWeaponAverageAP = 13
| page verified for version =
| skill 1 = Crafting
| skill 1 level = 4
| has quality = True
| weaponTags = Gun, SimpleGun
}}

Example #3[edit]

Art bench

Art bench

A workbench equipped for creating art.

Base Stats

Type
BuildingProduction
Mass
20 kg
HP
180
Flammability
100%
Path Cost
50

Building

Size
3 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Cleanliness
-5
Facility
Tool cabinet
Average DPS
3.1

Creation

Work To Make
2,500 ticks (41.67 secs)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 75 + Steel 50
Deconstruct yield
Stuff 37 - 38 + Steel 25
Destroy yield
Stuff 18 - 19 + Steel 12 - 13

{{Infobox main|production
| name = Art bench
| image = TableSculpting.png
| imagesize = 192px
| description = A workbench equipped for creating art.
| type = Building
| type2 = Production
| hp = 180
| mass base = 20
| flammability = 1
| path cost = 50
<!-- Building -->
| cleanliness = -5
| passability = pass through only
| cover = 0.5
| minifiable = true
| placeable = true
| size = 3 ˣ 1
| sell price factor = 0.7
| terrain affordance = medium
| facility = tool cabinet
<!-- Creation -->
| work to make = 2500
| stuff tags = Metallic, Woody
| resource 1 = Stuff
| resource 1 amount = 75
| resource 2 = Steel
| resource 2 amount = 50
<!-- Technical -->
| page verified for version = 1.2.2900
}}

Example #4[edit]

Scorcher

Scorcher

A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Apparel

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Bandwidth
1
Move Speed
4.5 c/s
Health Scale
0.7
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)
Meat Yield
140 muffalo meat
Leather Yield
40 bluefur

Melee Combat

Attack 1
Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.23

Creation

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1
Technical
weaponTags
MechanoidGunMiniFlameblaster


{{Infobox main|none
| name = Scorcher
| image = Scorcher east.png
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
| type = Mechanoid
| movespeed = 4.5
| flammability = 0
| marketvalue = 1200
| armorblunt = 20
| armorsharp = 40
| armorheat = 200
| min comfortable temperature = -100
| max comfortable temperature = 250
| bandwidth = 1
| bodysize = 1
| healthscale = 0.7
| lifespan = 
| attack1dmg = 12
| attack1type = Blunt
| attack1cool = 2
| attack1part = Front left leg
| attack2dmg = 12
| attack2type = Blunt
| attack2cool = 2
| attack2part = Front right leg
| attack3dmg = 8.5
| attack3type = Blunt
| attack3cool = 2
| attack3part = head
| attack3chancefactor = 0.2 
| page verified for version = 1.4.3525
| weaponTags = MechanoidGunMiniFlameblaster
<!-- Creation -->
| research = Standard mechtech
| production facility 1 = Large mech gestator
| gestation cycles = 2
| resource 1 = Steel
| resource 1 amount = 80
| resource 2 = Plasteel
| resource 2 amount = 32
| resource 3 = Component
| resource 3 amount = 3
| resource 4 = Standard subcore
| resource 4 amount = 1
}}

Example #5[edit]

Button-down shirt

Button-down shirt

A nice-looking collared shirt with buttons.

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.3 kg
HP
100

Apparel

Insulation Factor - Cold
0.26×
Insulation Factor - Heat
0.1×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
True
Lifestage
Adult
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Layer
Skin
Average DPS
3.23

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
2,700 ticks (45 secs)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 45
Technical
thingCategories
Apparel
defaultOutfitTags
Worker, Soldier
tags
IndustrialBasic


{{Infobox main
| name = Button-down shirt
| image = Button-Down_Shirt.png
| description = A nice-looking collared shirt with buttons.
| type = Gear
| type2 = Clothing
| tech level = Medieval
| hp = 100
| production facility 1 = Hand tailor bench
| production facility 2 = Electric tailor bench
| research = Complex clothing
| work to make = 2700
| resource 1 = Stuff
| resource 1 amount = 45
| stuff tags = Leathery, Fabric
| insulationheatfactor = 0.1
| insulationcoldfactor = 0.26
| armorsharpfactor = 0.2
| armorbluntfactor = 0.2
| armorheatfactor = 0.2
| lifestage = Adult
| clothing for nudity = true
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
| layer = Skin
| mass base = 0.3
| thingCategories = Apparel
| tags = IndustrialBasic
| defaultOutfitTags = Worker, Soldier