Difference between revisions of "Template:Item Attributes/doc"

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== Usage ==
 
== Usage ==
 
<onlyinclude>
 
<onlyinclude>
===Important info===
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===Important notes===
 +
{{Note|These are '''''important'''''.}}
  
 
*'''Booleans''' are either '''yes''' or '''no'''; written in lowercase. No other values are accepted, they will break things.
 
*'''Booleans''' are either '''yes''' or '''no'''; written in lowercase. No other values are accepted, they will break things.
*Fields marked '''Skippable''' either have '''default values''' set or belong to certain item categories, meaning they don't apply to all items.
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*Most fields marked '''Skippable''', and many have '''default values'''. If the item doesn't deviate from these defaults, or the field does not apply to it (such as ''Weapon Damage'' for a non-weapon), '''remove the field from the list completely!''' This is '''important!'''
*If a field does not apply to the item you're editing, '''remove the field from the list'''. This is important!
+
*If you're unsure about what to put in a field, but you know it should have ''some'' content, '''keep it in the list, but empty''' so that any following editors can easily fill it in.
*If you're hesitant about a field, perhaps because it may apply to the item, '''leave it in the list without any value'''. Leave it empty.
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**Exceptions are '''Repair Chance''' and '''Dismantle Chance'''; if you know these can be repaired/dismantled, but don't know the percentage, write down '''??%'''. This will, at least, mark the item as breakable/dismantleable.
  
 
===List of attributes===
 
===List of attributes===
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;In-game Effects
 
;In-game Effects
: '''Skippable.''' The item's list of effects as seen in the game tooltip; not all items have this.
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: The item's list of effects as seen in the game tooltip; not all items have this.
 +
:* Skippable. Only for items which ''do'' have an in-game list of effects.
  
 
;In-game Examine Text
 
;In-game Examine Text
: The text you receive in your room log when you '''Examine''' the item.
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: The text you receive in your room log when you '''Examine''' the item, without any repetitions of the flavor text and effects list.
  
 
;Origin X
 
;Origin X
: A source of the item. For instance, Origin 1 of {{Item|Thick Tube}} is ''Dismantling the Shower'', Origin 2 is ''Dismantling the {{Item|Lizaro Jungle}}''.
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: A source of the item. For instance, Origin 1 of {{Item|Thick Tube}} is ''Dismantling'' '''[[Shower]]''', Origin 2 is ''Dismantling'' {{Item|Lizaro Jungle}}.
  
 
;Origin Amount X
 
;Origin Amount X
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;Is Destroyed in Fire
 
;Is Destroyed in Fire
: '''Skippable.''' Boolean; defaults to 'no'. Is this item fully consumed by fire? (Whether it breaks is handled in '''Repair Chance''').
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: Is this item fully consumed by fire? (Whether it breaks is handled by '''Repair Chance''').
 +
:* Skippable. ''Boolean''; defaults to 'no'.  
  
 
;Is Consumable
 
;Is Consumable
: '''Skippable.''' Boolean; defaults to 'no'. Is this item a [[Inventory#Consumables|Consumable]], enabling the '''Consume''' action and granting effects?
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: Is this item a [[Inventory#Consumables|Consumable]], enabling the '''Consume''' action and granting effects?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Consumable Effects
 
;Consumable Effects
: '''Skippable.''' If consumable, list of effects goes here.
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: If consumable, list of effects goes here. Separate each effect with a <nowiki><br></nowiki>.
 +
:* Skippable. Only for consumables.
  
 
;Can Perish
 
;Can Perish
: '''Skippable.''' Boolean; defaults to 'no'. Only for [[Inventory#Consumables|Consumables]]. Can this item perish, giving a chance for diseases and being auto-destroyed by [[BIOS Terminal|NERON]]?
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: Only for [[Inventory#Consumables|Consumables]]. Can this item perish, giving a chance for diseases and being auto-destroyed by [[BIOS Terminal|NERON]]?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Has Module Access
 
;Has Module Access
: '''Skippable.''' Boolean; defaults to 'no'. Does this Item have '''module access''', opening a new window to do something in (such as {{Item|Block of Post-It Notes}})?
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: Does this Item have '''module access''', opening a new window to do something in (such as {{Item|Block of Post-It Notes}})?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Starts Broken
 
;Starts Broken
: '''Skippable.''' Boolean; defaults to 'no'. Whether this item starts off broken.
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: Whether this item starts off broken.
 +
:* Skippable. ''Boolean''; defaults to 'no'.  
  
 
;Is Heavy
 
;Is Heavy
: '''Skippable.''' Boolean; defaults to 'no'. Is this item Heavy, causing the {{Status|Burdened}} status?
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: Is this item Heavy, causing the {{Status|Burdened}} status?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Is Artefact
 
;Is Artefact
: '''Skippable.''' Boolean; defaults to 'no'. Is this item an alien artifact from an [[Exploration|expedition]], marked by the according icon?
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: Is this item an alien artifact from an [[Exploration|expedition]], marked by the according icon?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
 +
 
 +
;Enables Action
 +
: Does this item enable a new action, either by itself or when used with a character/equipment/room/item? Mainly for the '''Tools''' category. <span style="color:red; font-weight: bold;">You don't need this for Consumables; "Is Consumable" is responsible for those.</span>
 +
:* Skippable. ''Boolean''; defaults to 'no'.
 +
 
 +
;Has Passive Effect
 +
: Does this item have a passive effect on its wielder? Mainly for the '''Gear''' category.
 +
:* Skippable. ''Boolean''; defaults to 'no'.  
 +
 
 +
;Has Passive Effect in Room
 +
: Does this item have a passive effect when placed in a room? Mainly for the '''Instruments''' category.
 +
:* Skippable. ''Boolean''; defaults to 'no'.
 +
 
 +
;Has Exploration Effect
 +
: Does this item have a passive effect when taken along on an [[Exploration|expedition]]? Mainly for the '''Exploration''' category.
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Max Charges
 
;Max Charges
: '''Skippable.''' Only for items with charges. At how many charges does this item max out? '''Doubles as "Has Charges" statement.'''
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: At how many {{Charge}} does this item max out? '''Doubles as "Has Charges" statement.'''
 +
:* Skippable. Only for items with {{Charge}}.
  
 
;Starting Charges
 
;Starting Charges
: '''Skippable.''' Only for items with charges. How many charges does the item start with?
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: How many charges does the item start with?
 +
:* Skippable. Only for items with {{Charge}}.
  
 
;Repair Chance
 
;Repair Chance
: '''Skippable.''' Only for repairable items. What is the '''base repair chance''' (without tools) of this item? '''Doubles as "Can be Broken" statement.'''
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: What is the '''base repair chance''' (without tools) of this item? '''Doubles as "Can be Broken"/"Broken by Fires" statement.'''
 +
:* Skippable. Only for repairable items.
  
 
;Dismantle Chance
 
;Dismantle Chance
: '''Skippable.''' Only for items which can be dismantled. What is the '''base dismantle chance''' (without tools) of this item? '''Doubles as "Can be Dismantled" statement.'''
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: What is the '''base dismantle chance''' (without tools) of this item? '''Doubles as "Can be Dismantled" statement.'''
 +
:* Skippable. Only for items which can be [[Technician|dismantled]].
  
 
;Dismantle Result X
 
;Dismantle Result X
: '''Skippable.''' Only for items which can be dismantled. Item names (without template) of the items received from dismantling this item. For instance, Dismantle Result 1 of {{Item|Microwave}} is ''Scrap Metal''.
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: Item names (without template) of the items received from dismantling this item. For instance, Dismantle Result 1 of {{Item|Microwave}} is ''Scrap Metal''.
 +
:* Skippable. Only for items which can be [[Technician|dismantled]].
  
 
;Dismantle Result Amount X
 
;Dismantle Result Amount X
: '''Skippable.''' Only for items which can be dismantled. The amount of the item received from the dismantling. For instance, Dismantle Result Amount 1 of {{Item|Microwave}} is ''2''.
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: The amount of the item received from the dismantling. For instance, Dismantle Result Amount 1 of {{Item|Microwave}} is ''2''.
 +
:* Skippable. Only for items which can be [[Technician|dismantled]].
  
 
;Can be Stacked
 
;Can be Stacked
: '''Skippable.''' Defaults to 'no'. Can this item be stacked with others of its type (like {{Item|Standard Ration}} can)?
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: Can this item be stacked with others of its type (like {{Item|Standard Ration}} can)?
 +
:* Skippable. ''Boolean''; defaults to 'no'.
  
 
;Can be Dropped
 
;Can be Dropped
: '''Skippable.''' Defaults to 'yes'. Can this item be dropped? Should be set to 'no' for things like {{Item|Fuel Capsule}}, {{Item|Camera}} etc.
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: Can this item be dropped? Should be set to 'no' for things like {{Item|Fuel Capsule}}, {{Item|Camera}} etc.
 +
:* Skippable. ''Boolean''; defaults to 'yes'.  
  
 
;Can be Hidden
 
;Can be Hidden
: '''Skippable.''' Defaults to 'yes'. Can this item be hidden?
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: Can this item be hidden?
 +
:* Skippable. ''Boolean''; defaults to 'yes'.  
  
 
;Is Personal
 
;Is Personal
: '''Skippable.''' Defaults to 'no'. Can this item only be seen and interacted with by you? Should be set to 'yes' for communications items like {{Item|iTrakie}}.
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: Can this item only be seen and interacted with by you? Should be set to 'yes' for communications items like {{Item|iTrakie}}.
 +
:* Skippable. ''Boolean''; defaults to 'no'.  
  
 
;Is Blueprint Component
 
;Is Blueprint Component
: '''Skippable.''' Defaults to 'no'. Only for items which are components for blueprint construction, like {{Item|Scrap Metal}}.
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: Is this item part of a {{Item|Blueprint}}? Examples of this are {{Item|Scrap Metal}} and {{Item|Soap}}.
 +
:* Skippable. ''Boolean''; defaults to 'no'.  
  
 
;Weapon Damage
 
;Weapon Damage
: Only for [[Inventory#Weapons|weapons]]. The damage range this weapon can inflict. Example: ''2-5''
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: The damage range this weapon can inflict. Example: ''2-5''
 +
:* Skippable. Only for [[Inventory#Weapons|weapons]].
  
 
;Weapon Accuracy
 
;Weapon Accuracy
: Only for [[Inventory#Weapons|weapons]]. The base chance of hitting with this weapon. Example: ''60%''
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: The base chance of hitting with this weapon, without any modifiers. Example: ''60%''
 +
:* Skippable. Only for [[Inventory#Weapons|weapons]].
  
 
;Weapon Expedition Strength
 
;Weapon Expedition Strength
: Only for [[Inventory#Weapons|weapons]]. The combat strength this weapon adds to an expedition. Example: ''1''</onlyinclude>
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: The combat strength this weapon adds to an expedition. Example: ''1''
 +
:* Skippable. Only for [[Inventory#Weapons|weapons]].</onlyinclude>
  
 
== Skeleton ==
 
== Skeleton ==
When creating a new page for an item, insert the following code at the top:
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{{Main|Help:Item_page_guidelines/Skeleton}}
 
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<pre><onlyinclude>{{Item Attributes|<Name of the item goes here!>|
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Icon =
+
 
+
| Summary =
+
 
+
| In-game Flavor =
+
 
+
| In-game Effects =
+
 
+
| In-game Examine Text =
+
 
+
| Origin 1 =
+
 
+
| Origin Amount 1 =
+
 
+
| Origin 2 =
+
 
+
| Origin Amount 2 =
+
 
+
| Origin 3 =
+
 
+
| Origin Amount 3 =
+
 
+
| Origin 4 =
+
 
+
| Origin Amount 4 =
+
 
+
| Is Destroyed in Fire =
+
 
+
| Is Consumable =
+
 
+
| Consumable Effects =
+
 
+
| Can Perish =
+
 
+
| Is Heavy =
+
 
+
| Is Artefact =
+
 
+
| Has Module Access =
+
 
+
| Starts Broken =
+
 
+
| Max Charges =
+
 
+
| Starting Charges =
+
 
+
| Repair Chance =
+
 
+
| Dismantle Chance =
+
 
+
| Dismantle Result 1 =
+
 
+
| Dismantle Result Amount 1 =
+
 
+
| Dismantle Result 2 =
+
 
+
| Dismantle Result Amount 2 =
+
 
+
| Can be Stacked =
+
 
+
| Can be Dropped =
+
 
+
| Can be Hidden =
+
 
+
| Is Personal =
+
 
+
| Is Blueprint Component =
+
 
+
| Weapon Damage =
+
 
+
| Weapon Accuracy =
+
 
+
| Weapon Expedition Strength =
+
 
+
}}</onlyinclude></pre>
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+
You can now begin filling in these fields using the information provided above.
+

Latest revision as of 08:23, 12 February 2014

This is a template to store stats of pick-up items in their respective articles. It is, thus, strictly a development template and should not be used in any articles that aren't item articles, and other than in the precise way described below.

Usage

Important notes

Icon Note: These are important.

  • Booleans are either yes or no; written in lowercase. No other values are accepted, they will break things.
  • Most fields marked Skippable, and many have default values. If the item doesn't deviate from these defaults, or the field does not apply to it (such as Weapon Damage for a non-weapon), remove the field from the list completely! This is important!
  • If you're unsure about what to put in a field, but you know it should have some content, keep it in the list, but empty so that any following editors can easily fill it in.
    • Exceptions are Repair Chance and Dismantle Chance; if you know these can be repaired/dismantled, but don't know the percentage, write down ??%. This will, at least, mark the item as breakable/dismantleable.

List of attributes

Icon
The file name of the item's icon, i.e. Alien can opener.jpg
Summary
A summary of the item and its effects to be used on the Inventory page, where not all info can be seen at once.
In-game Flavor
The item's lore flavor text as seen in the game tooltip.
In-game Effects
The item's list of effects as seen in the game tooltip; not all items have this.
  • Skippable. Only for items which do have an in-game list of effects.
In-game Examine Text
The text you receive in your room log when you Examine the item, without any repetitions of the flavor text and effects list.
Origin X
A source of the item. For instance, Origin 1 of Icon Thick Tube is Dismantling Shower, Origin 2 is Dismantling Icon Lizaro Jungle.
Origin Amount X
The amount of the item received from the origin. For instance, Origin Amount 1 of Icon Thick Tube is 1, Origin Amount 2 is also 1.
Is Destroyed in Fire
Is this item fully consumed by fire? (Whether it breaks is handled by Repair Chance).
  • Skippable. Boolean; defaults to 'no'.
Is Consumable
Is this item a Consumable, enabling the Consume action and granting effects?
  • Skippable. Boolean; defaults to 'no'.
Consumable Effects
If consumable, list of effects goes here. Separate each effect with a <br>.
  • Skippable. Only for consumables.
Can Perish
Only for Consumables. Can this item perish, giving a chance for diseases and being auto-destroyed by NERON?
  • Skippable. Boolean; defaults to 'no'.
Has Module Access
Does this Item have module access, opening a new window to do something in (such as Icon Block of Post-it Notes)?
  • Skippable. Boolean; defaults to 'no'.
Starts Broken
Whether this item starts off broken.
  • Skippable. Boolean; defaults to 'no'.
Is Heavy
Is this item Heavy, causing the Icon Burdened status?
  • Skippable. Boolean; defaults to 'no'.
Is Artefact
Is this item an alien artifact from an expedition, marked by the according icon?
  • Skippable. Boolean; defaults to 'no'.
Enables Action
Does this item enable a new action, either by itself or when used with a character/equipment/room/item? Mainly for the Tools category. You don't need this for Consumables; "Is Consumable" is responsible for those.
  • Skippable. Boolean; defaults to 'no'.
Has Passive Effect
Does this item have a passive effect on its wielder? Mainly for the Gear category.
  • Skippable. Boolean; defaults to 'no'.
Has Passive Effect in Room
Does this item have a passive effect when placed in a room? Mainly for the Instruments category.
  • Skippable. Boolean; defaults to 'no'.
Has Exploration Effect
Does this item have a passive effect when taken along on an expedition? Mainly for the Exploration category.
  • Skippable. Boolean; defaults to 'no'.
Max Charges
At how many Charge does this item max out? Doubles as "Has Charges" statement.
  • Skippable. Only for items with Charge.
Starting Charges
How many charges does the item start with?
  • Skippable. Only for items with Charge.
Repair Chance
What is the base repair chance (without tools) of this item? Doubles as "Can be Broken"/"Broken by Fires" statement.
  • Skippable. Only for repairable items.
Dismantle Chance
What is the base dismantle chance (without tools) of this item? Doubles as "Can be Dismantled" statement.
  • Skippable. Only for items which can be dismantled.
Dismantle Result X
Item names (without template) of the items received from dismantling this item. For instance, Dismantle Result 1 of Icon Microwave is Scrap Metal.
  • Skippable. Only for items which can be dismantled.
Dismantle Result Amount X
The amount of the item received from the dismantling. For instance, Dismantle Result Amount 1 of Icon Microwave is 2.
  • Skippable. Only for items which can be dismantled.
Can be Stacked
Can this item be stacked with others of its type (like Icon Standard Ration can)?
  • Skippable. Boolean; defaults to 'no'.
Can be Dropped
Can this item be dropped? Should be set to 'no' for things like Icon Fuel Capsule, Icon Camera etc.
  • Skippable. Boolean; defaults to 'yes'.
Can be Hidden
Can this item be hidden?
  • Skippable. Boolean; defaults to 'yes'.
Is Personal
Can this item only be seen and interacted with by you? Should be set to 'yes' for communications items like Icon iTrakie.
  • Skippable. Boolean; defaults to 'no'.
Is Blueprint Component
Is this item part of a Icon Blueprint? Examples of this are Icon Scrap Metal and Icon Soap.
  • Skippable. Boolean; defaults to 'no'.
Weapon Damage
The damage range this weapon can inflict. Example: 2-5
Weapon Accuracy
The base chance of hitting with this weapon, without any modifiers. Example: 60%
Weapon Expedition Strength
The combat strength this weapon adds to an expedition. Example: 1

Skeleton

More info Main article: Help:Item_page_guidelines/Skeleton.