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== Template:Weapon ==
<div style="font-size: 1.5em; font-weight: bold; margin-top: 1em;">Overview</div>
This template creates a detailed and consistent layout for non crafted weapons. It includes support for stats, positional bonuses, level/class requirements, acquisition info, additional stats, and a gallery.
<hr style="border: 0; border-top: 1px solid #555;" />
This template provides a standardized layout for weapons.<br>
It supports stats, positional bonuses, requirements, acquisition info, additional stats, galleries, and optional crafting info.<br>
Use this template for all melee and ranged weapons.


== Usage ==
<div style="font-size: 1.5em; font-weight: bold; margin-top: 1em;">Create a Weapon</div>
<pre>
<hr style="border: 0; border-top: 1px solid #555;" />
{{Weapon
For a guided, form-based workflow, click the "Create a Weapon" button in the [[Create Center]].
| name =
| tooltip_image =


| is_soulbound =  
<div style="font-size: 1.5em; font-weight: bold; margin-top: 1em;">Parameters</div>
| weapon_type  =
<hr style="border: 0; border-top: 1px solid #555;" />
| durability  =
| damage_min  =
| damage_max  =
| dice_roll    =
| delay        =
| range        =
| angle        =
| OHAC        =  


| stat1_name  =  
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">General</div>
| stat1_value =
;name: Weapon name (defaults to the page name)
| stat2_name  =
;tooltip_image: Filename of the tooltip image (omit the File: prefix)
| stat2_value =
;is_soulbound: Set to **yes** to mark the item soulbound
| stat3_name  =
| stat3_value =
| stat4_name  =
| stat4_value =
| stat5_name  =
| stat5_value =
| stat6_name  =
| stat6_value =


| front_value      =
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Stats</div>
| front_type      =
;weapon_type: Type of weapon (e.g., 1H Sword) – links and categorizes automatically
| front_percentage =  
;durability: Maximum durability
| side_value      =
;damage_min / damage_max: Base damage range
| side_type        =
;dice_roll: Underlying dice formula (e.g., 2d4+20)
| side_percentage  =
;delay: Attack delay in seconds
| rear_value      =
;range: Attack range in meters
| rear_type        =
;angle: Attack arc in degrees
| rear_percentage  =
;OHAC: Off-Hand Ability Contribution (percent)
 
| level_requirement  =
| class_requirement1 =
| class_requirement2 =
| class_requirement3 =
 
| how_to_acquire =
| sell_price    =
 
| model_image1 =
| model_image2 =
| model_image3 =
}}
</pre>
 
== Parameters ==


=== General ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Additional Stats (Optional)</div>
;name: Weapon name (defaults to the page name)
Supports up to 6 extra stats via:<br>
;tooltip_image: Tooltip image filename (keep these cleanly cropped and with as solid/dark of a background as possible)
;stat1_name / stat1_value … stat6_name / stat6_value — each links and categorizes by stat


=== Stats ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Positional Bonuses</div>
;is_soulbound: Set to any value to display soulbound notice
;front_value / front_type / front_percentage<br>
;weapon_type: Weapon classification (e.g., 1H Mace) — links to and categorizes under its type
;side_value / side_type / side_percentage<br>
;durability: Maximum durability value
;rear_value / rear_type / rear_percentage
;damage_min / damage_max: Base damage range
;dice_roll: The hidden dice formula used to calculate damage (e.g., 2d4 + 20). Appears below the damage line in parentheses.
;delay: Time between attacks in seconds (seconds unit add automatically)
;range: Effective attack range
;angle: Arc of attack (° symbol is added automatically)
;OHAC: Off-Hand Ability Contribution (percentage symbol added automatically)


=== Additional Stats (Optional) ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Requirements</div>
Supports up to 5 extra stats via:
;level_requirement: Minimum level
;stat1_name / stat1_value (→ stat6_name / stat6_value): Stat name and its value
;class_requirement1–3: Eligible classes (links automatically)
* Each stat name will automatically:
  - Link to its category (e.g. [[:Category:Penetration]])
  - Categorize the weapon under that stat’s category


=== Positional Bonuses ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Acquisition &amp; Rewards</div>
;front_value / front_type / front_percentage
;dropped_by: Comma-separated list of mobs that drop this weapon
;side_value / side_type / side_percentage
;sold_by: Comma-separated list of vendors selling this weapon
;rear_value / rear_type / rear_percentage 
;quest_reward: Quest page rewarded by this weapon
Displays as: `X [type] +Y% Positional`


=== Requirements ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Sell Price</div>
;level_requirement: Minimum required level
;sell_price_gold / sell_price_silver / sell_price_copper — vendor sell values
;class_requirement1–3: Up to three eligible classes (each links to its class page)


=== Acquisition & Sale ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Gallery</div>
;how_to_acquire: Where or how to get the weapon
;model_image1–3: Filenames of in-game model renders (1–3 images)
;sell_price: Vendor sell price (e.g., 15G 22S 11C)


=== Gallery ===
<div style="font-size: 1.3em; font-weight: bold; margin-top: 1em;">Crafting Info (Optional)</div>
;model_image1/2/3
;crafting_profession / recipe_page — if weapon is craftable
:Images of the armor model as seen in-game.
;component#_name / component#_material / component#_material_category — up to 5 components


== Notes ==
<div style="font-size: 1.5em; font-weight: bold; margin-top: 1em;">Notes</div>
* Weapon type is both linked to and categorized automatically.
<hr style="border: 0; border-top: 1px solid #555;" />
* Positional bonuses use dedicated percentage fields for clarity.
* Unused fields are hidden automatically.
* All unused fields are hidden automatically.
* All links and categories are handled by semantic properties.
* The gallery supports 1–3 images and displays only defined ones.
* The `AdditionalStats` subtemplate is used to unify extra stat formatting across item types.


== Example ==
<div style="font-size: 1.5em; font-weight: bold; margin-top: 1em;">Example</div>
<hr style="border: 0; border-top: 1px solid #555;" />
See [[Sturdy Copper Mace]] for a working example.
See [[Sturdy Copper Mace]] for a working example.

Latest revision as of 11:15, 28 May 2025

Overview

This template provides a standardized layout for weapons.
It supports stats, positional bonuses, requirements, acquisition info, additional stats, galleries, and optional crafting info.
Use this template for all melee and ranged weapons.

Create a Weapon

For a guided, form-based workflow, click the "Create a Weapon" button in the Create Center.

Parameters

General
name
Weapon name (defaults to the page name)
tooltip_image
Filename of the tooltip image (omit the File: prefix)
is_soulbound
Set to **yes** to mark the item soulbound
Stats
weapon_type
Type of weapon (e.g., 1H Sword) – links and categorizes automatically
durability
Maximum durability
damage_min / damage_max
Base damage range
dice_roll
Underlying dice formula (e.g., 2d4+20)
delay
Attack delay in seconds
range
Attack range in meters
angle
Attack arc in degrees
OHAC
Off-Hand Ability Contribution (percent)
Additional Stats (Optional)

Supports up to 6 extra stats via:

stat1_name / stat1_value … stat6_name / stat6_value — each links and categorizes by stat
Positional Bonuses
front_value / front_type / front_percentage
side_value / side_type / side_percentage
rear_value / rear_type / rear_percentage
Requirements
level_requirement
Minimum level
class_requirement1–3
Eligible classes (links automatically)
Acquisition & Rewards
dropped_by
Comma-separated list of mobs that drop this weapon
sold_by
Comma-separated list of vendors selling this weapon
quest_reward
Quest page rewarded by this weapon
Sell Price
sell_price_gold / sell_price_silver / sell_price_copper — vendor sell values
Gallery
model_image1–3
Filenames of in-game model renders (1–3 images)
Crafting Info (Optional)
crafting_profession / recipe_page — if weapon is craftable
component#_name / component#_material / component#_material_category — up to 5 components
Notes

  • Unused fields are hidden automatically.
  • All links and categories are handled by semantic properties.
Example

See Sturdy Copper Mace for a working example.