Difference between revisions of "Template:Infobox main"

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;Carrying Capacity
 
;Carrying Capacity
 
:{{#var: CarryingCapacity}}
 
:{{#var: CarryingCapacity}}
   {{#if: {{{leathername|}}}|
+
  <!-- This section only for when leather yield is overridden in the XML def -->
     {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}
+
  <!-- As of A19, only Human should have this param specified -->
 +
   {{#if: {{{leatheryield|}}}|
 +
    {{#set: Leather Yield = {{{leatheryield|}}} }}
 +
;Leather Yield
 +
:{{{leatherield|}}}|
 +
  <!-- Section end -->
 +
     {{#vardefine: LeatherYield | {{#expr: 30 * {{{bodysize|}}} round0}} }}
 
     {{#set: Leather Yield = {{#var: LeatherYield}} }}
 
     {{#set: Leather Yield = {{#var: LeatherYield}} }}
 
;Leather Yield
 
;Leather Yield

Revision as of 18:35, 14 June 2019

Infobox main


Type
[[{{{type}}}]]


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

Usage

  • 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)
{{infobox main
|animal/plant/weapon/area/structure/production/security/furniture (used to set color theme)
|additional styles (optional)

|name = Title of the infobox. Defaults to current page name if not specified.
|image = Picture name.(jpg/png)| variables such as size, alt text (optional)
|description = Short description of the item. Recommended to use the description from the in-game info page.
|type = use for main category 
|type2 = use for subcategory (optional)
|placeable = Yes/No
|rotatable = Yes/No
|size = two values, separated by | - (1|2)
|beauty = use for beauty
|minimum skill = minimum skill level required to build or craft something
|flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%)
|market value = the amount of currency the item is worth
|mass = mass in kilograms - DO NOT USE FOR ANIMALS
|hp = the amount of damage an object can take; use for objects with hit points

<!-- 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
|leathername = use only if leather, skin, or fur is dropped when butchered
|massyoung = the mass of an animal when young
|massjuvenile = the mass of an animal when juvenile
|massadult = the mass of an animal when adult

<!--Apparel and Armor-->
|armorblunt = blunt armor rating
|armorsharp = sharp armor rating
|armorheat = heat armor rating
|painshockthreshold = increase in pain shock threshold
|insulationheat = base heat tolerance modifier
|insulationcold = base cold tolerance modifier

<!-- 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
|handleskill = minimum handling skill
|wildness = wildness level of creature
|milk = amount of milk produced
|milktime = milking interval (days)
|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_temperateforest = true or <omit>
|livesin_tropicalrainforest = true or <omit>
|livesin_tundra = true or <omit>
|predator = true or <omit>
|meatyield = amount of meat yielded when butchered. ONLY specify this parameter for animal defs that explicitly specify a MeatAmount property in the XML (currently Thrumbo, Centipede, and Scyther)!
|meatname = name of meat given when butchered. Defaults to "x meat" when not defined.
|woolname = name of wool given when sheared. Defaults to "x wool" when not defined.

<!-- Plants -->
|time = number of days to grow
|yield = how much food given when harvested
|wood = how much wood given when harvested

<!-- Buildings-->
|power = power generated. Format: + 3600 or - 150
|facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency)
|work to build = the base amount of work it takes to build a structure, once all materials are gathered.
|work to deconstuct = the amount of work it takes to break down a structure.
|material amount = amount of materials needed to build it, has to be the one that varies
|material name= only needed if not [steel,stone,wood,plasteel...];
|material 2 amount = amount of second material
|material 2 name= name of second material (for icon)
|material 3 amount = amount of third material
|material 3 name= name of third material (for icon)
|material 4 amount = amount of fourth material
|material 4 name= name of fourth material (for icon)

<!-- Furniture -->
|comfort = how much comfort it gives when using
|cover effectiveness = how effective the object is when used for cover.  
|sell price multiplier = a multiplier on the price at which you can sell items.
|terrain requirement = light, medium or heavy terrain requirements to place object.
|work to build = 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.
|immunity gain speed factor = how fast a pawn acquires immunity while using object
|rest effectiveness = how quickly rest gets restored

<!-- All Weapons -->
|class = neolithic/modern/advanced/mechanoid
|damage = Base weapon damage
|cooldown = use for cooldown time of weapon (in ticks)
|mode = Melee/Single-Shot/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

<!-- 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 -->
|buy = Amount of resource to buy or build this item. Format: {{icon|metal|75}} (More info at Template:Icon)
|sell = Amount of resource to sell or deconstruct this item. Format: {{icon|cloth|18}} (More info at Template:Icon)


<!-- Deprecated parameters -->
|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
}}


Example #1

Muffalo

Muffalo

"A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."


Type
AnimalsWild
Market Value
500 Silver.png
Move Speed
3.6
Damage
10
Damage Type
blunt
Meat Yield
180 muffalo meat
Carrying Capacity
150
Leather Yield
60 muffalo leather
Manhunter Chance
1.25%
Diet
herbivorous
Life Expectancy
15
Trainable Intelligence
intermediate
Minimum Handling Skill
3
Wildness
50%
Milk Amount
6
Milking Interval
4 days
Wool Amount
100 muffalo wool
Shearing Interval
60 days
Gestation Period
60 days
Offspring Per Birth
1
Maturity Age
3+


{{infobox main|animal|
|name = Muffalo
|image = Animal Muffalo side.png|200px{{!}}Muffalo
|description = "A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."
|type = Animals
|type2 = Wild
|bodysize = 2.0
|healthscale = 1.75
|movespeed = 3.6
|mobdamage = 10
|mobdamagetype = blunt
|mobdamageaverage = 10
|leathername = muffalo leather
|woolname = muffalo wool
|wool = 100
|sheartime = 60
|milk = 6
|milktime = 4
|manhunter = 0.0125
|hungerrate =
|diet = herbivorous
|trainable = intermediate
|wildness = 0.5
|handleskill = 3
|gestation = 60
|lifespan = 15
|offspring = 1
|maturityage = 3+
|marketvalue  = 500
|livesin_aridshrubland = true
|livesin_borealforest = true
|livesin_icesheet = true
|livesin_temperateforest = true
|livesin_tundra = true
}}

Example #2

Pistol

Pistol

"Ancient pattern automatic pistol. Weak and short range, but quick."


Type
EquipmentWeapons
Class
Modern
Mode
Single-Shot
Dmg Type
Sharp
Damage
9
Warm-Up
54 ticks (0.9 secs)
Cooldown
40 ticks (0.67 secs)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Avg. accuracy
65%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
5.74 (3.73)
Sell
Silver 200


{{infobox main|weapon|pull-left
|name = Pistol
|image = Pistol.png|Pistol
|type = Equipment{{!}}Equipment
|type2 = Weapons{{!}}Weapons
|description = "Ancient pattern automatic pistol. Weak and short range, but quick."
|class = Modern
|damage = 9
|range = 24
|accuracyTouch = 91
|accuracyShort = 71
|accuracyMedium = 50
|accuracyLong = 32
|mode = Single-Shot
|warmup = 54
|cooldown = 40
|burst = 1
|DPS = DPS
|velocity = 55
|sell = {{icon|silver|200}} 
}}