Template:Item Attributes/doc

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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 info

  • 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.
  • If a field does not apply to the item you're editing, remove the field from the list. This is important!
  • 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.

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
Skippable. The item's list of effects as seen in the game tooltip; not all items have this.
In-game Examine Text
The text you receive in your room log when you Examine the item.
Origin X
A source of the item. For instance, Origin 1 of Icon Thick Tube is Dismantling the Shower, Origin 2 is Dismantling the 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
Skippable. Boolean; defaults to 'no'. Is this item fully consumed by fire? (Whether it breaks is handled in Repair Chance).
Is Consumable
Skippable. Boolean; defaults to 'no'. Is this item a Consumable, enabling the Consume action and granting effects?
Consumable Effects
Skippable. If consumable, list of effects goes here.
Can Perish
Skippable. Boolean; defaults to 'no'. Only for Consumables. Can this item perish, giving a chance for diseases and being auto-destroyed by NERON?
Has Module Access
Skippable. Boolean; defaults to 'no'. Does this Item have module access, opening a new window to do something in (such as Icon Block of Post-it Notes)?
Starts Broken
Skippable. Boolean; defaults to 'no'. Whether this item starts off broken.
Is Heavy
Skippable. Boolean; defaults to 'no'. Is this item Heavy, causing the Icon Burdened status?
Is Artefact
Skippable. Boolean; defaults to 'no'. Is this item an alien artifact from an expedition, marked by the according icon?
Max Charges
Skippable. Only for items with charges. At how many charges does this item max out? Doubles as "Has Charges" statement.
Starting Charges
Skippable. Only for items with charges. How many charges does the item start with?
Repair Chance
Skippable. Only for repairable items. What is the base repair chance (without tools) of this item? Doubles as "Can be Broken" statement.
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.
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 Icon Microwave is Scrap Metal.
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 Icon Microwave is 2.
Can be Stacked
Skippable. Defaults to 'no'. Can this item be stacked with others of its type (like Icon Standard Ration can)?
Can be Dropped
Skippable. Defaults to 'yes'. Can this item be dropped? Should be set to 'no' for things like Icon Fuel Capsule, Icon Camera etc.
Can be Hidden
Skippable. Defaults to 'yes'. Can this item be hidden?
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 Icon iTrakie.
Is Blueprint Component
Skippable. Defaults to 'no'. Only for items which are components for blueprint construction, like Icon Scrap Metal.
Weapon Damage
Only for weapons. The damage range this weapon can inflict. Example: 2-5
Weapon Accuracy
Only for weapons. The base chance of hitting with this weapon. Example: 60%
Weapon Expedition Strength
Only for weapons. The combat strength this weapon adds to an expedition. Example: 1

Skeleton

When creating a new page for an item, insert the following code at the top:

<onlyinclude>{{Item Attributes|<Name of the item goes here!>|
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>

You can now begin filling in these fields using the information provided above.