Modèle:Infobox item new/doc

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This template generates an infobox for items. The Infobox provides a summary of statistics associated with a given item. It is intended to organize the information consistently across all items and provide a quick reference-point for pertinent information about the item.

Formatting and ordering of information is largely done by the template with a few exceptions noted below (sizing images, adding links, etc).

Information is passed to the template in the form of parameters and values that are designated as such: |parameter = value. Parameters containing no value or only whitespace will be ignored and not included in the infobox.

Auto-categorization

Inclusion of the template will auto-categorize the article in Category:Items. Additionally, certain parameters enable the template to automatically add the item to other categories. The parameters with this feature are noted below in the list of parameters. This functionality extends the usefulness of the infobox but it may not always be desirable. To disable auto-categorization, add the parameter/value combination: |nocat = 1.

The removed_version parameter also affects auto-categorization by disabling categorization by other parameters to ensure the item is only auto-categorized into Category:Removed_Items. There may be other categories added to the item outside the infobox, which the infobox can not control or manipulate.

Auto-link

If a field is set to auto-link, it will automaticly include the [[ and ]] around the field. Thus creating a link to the page that is referenced in this field. The template in the should make sure that the field is accurate by passing the value through a validation template, normally the Validate list or Validate list list templates.

The removed_version parameter disables the auto link system.

Boolean Values

Parameters that expect boolean values such as true or false allow for some variation in terminology as in the following:

1, y, yes, t, true = TRUE
0, n, no, f, false = FALSE

For more information, see the documentation for Template:Validate_bool

Notes

  • Please add a small picture of an item you put into the infobox (e.g. ammunition) for the overall look.
 Use this syntax:
 |ammo = [[File:CrossbowBolt.png|20px|link=Crossbow Bolt]][[Crossbow Bolt]]
 will look like: CrossbowBolt.pngCrossbow Bolt
  • When using the experience components, exp1 is the inital experience gained for the first use, exp2 is every subsequent use of the item.
  • Most values for items can be found in items.xml.
  • Information on placeable items, such as traps and mines, are found in blocks.xml

Cut, Paste, and Replace

Use the following to easily create new infoboxes. Cut and paste the code then replace the values as appropriate.

Firearm
{{Infobox_item/Sandbox
|image = Ak47.png
|item-id = 48
|group = Ammo/Weapons
|category = Firearms
|type = Automatic
|damage_min = 25
|damage_max = (combination of all the parts qualities.)
|speed = 0.10
|bonus_damage_headshot = 6
|durability_min = 1
|durability_max = 600
|range = 100
|ammo = [[File:762mmBullet.png|20px|link=762mm Bullet]] [[762mm Bullet]]
|clip = 30 Cartridges
|used_parts = [[Ak 47 Receiver]]<br>[[Ak 47 Barrel]]<br>[[Ak 47 Stock]]<br>[[Ak 47 Parts]]
|weight = 6.8
|weight_forge = 108
|metal = Iron
|meltable = y
|scrapable = y
|dismantleable = y
|scrap_iron = 13
|ob_craft = 1
|ob_loot = 1
|ob_cheat = 1
|repair = [[Weapon Repair Kit]]
|unlocked = [[Ak 47 Schematic]] 
|ActionSkillGroup = [[Rifles (Skill)]]
|CraftingSkillGroup = [[Gun Smithing (Skill)]]
}}
Clothing
{{Infobox item
|image = HazmatShirt.png
|item-id = hazmatShirt
|group = Clothing
|durability = 1-600 (depending on quality level)
|slot = Chest
|repair = [[Cloth Fragment]]
|insulation = 20
|waterproof = 20
|concussive = 30
|puncture =  20
|burn-time = 0:03
|bullet = 
|melee = 
|blunt = 
|explosives = 
|fuel = 
|ob_craft = 
|ob_cheat = 
|ActionSkillGroup = 
|CraftingSkillGroup = 
}}
Food
{{Infobox item
|category = Food
|group = Food/Cooking
|health = +5
|hunger = +20
|image = VenisonStew.png
|ob_loot = 1
|ob_cheat = 1
|ob_cook = 1
|smell_bp = 20m
|smell_bp_str = 4m
|smell_tb = 60m
|smell_tb_str = 4m
|stack = 500
|thirst = 0
|type = Boiled
|used_ingredients = [[Bottled Water]]<br>[[Raw Meat]]<br>[[Potato]]<br>[[Corn]]
|used_utensil = [[Cooking Pot]]
|well = +1.6
|ActionSkillGroup = 
|CraftingSkillGroup = 
}}

Syntax

Basic syntax:

{{Infobox item
| name = {{PAGENAME}}
| parameter  = value
| parameter  = value
| parameter  = value
}}

Parameters

Parameter Legal Values Description Auto-categorizes Auto-links
removed NOTE: Use removed_version instead. Version in which item was removed (overrides further auto-categorization) Y
nocat Disables auto-categorization.
Syntax: nocat = true
name Name of the item
image Main image of the item
caption Caption for the main image
image_alt1 First alternate Image of the item
caption_alt1 Caption for the first alternate image
image_alt2 Second alternate image of the item
caption_alt2 Caption for the second alternate image
size
group
  • Ammo/Weapons
  • Basics
  • Building
  • Chemicals
  • Clothing
  • Decor/Miscellaneous
  • Food/Cooking
  • Medicine (Group)
  • Science
  • Resources
  • Special Items
  • Tools/Traps
The group this item belongs to. (For possible groups see: Group)
Can be more than one.
  • Note: "Medicine (Group)" has been replaced by Science in Alpha 16
Y Y
category The wiki category in which to place the item. Y
type A comma separated list of a sub-category, depending on the item. For example a "semi-automatic" firearm, now includes tool-type Y
tool-type No longer needed add to type. Recognized values: Mechanical, Manual Y
item-id Item ID number in brackets in creative menu.
CraftingSkillGroup
  • Armor Smithing (Skill)
  • Gun Smithing (Skill)
  • Leatherworking (Skill)
  • Miscellaneous Crafting (Skill)
  • Science (Skill)
  • Tailoring (Skill)
  • Tool Smithing (Skill)
  • Weapon Smithing (Skill)
The skill used to craft an item. Can be found in items.xml Y
ActionSkillGroup
  • Archery (Skill)
  • Athletics (Skill)
  • Barter (Skill)
  • Blade Weapons (Skill)
  • Blunt Weapons (Skill)
  • Construction Tools (Skill)
  • Heavy Armor (Skill)
  • Light Armor (Skill)
  • Medicine (Skill)
  • Mining Tools (Skill)
  • Pistols (Skill)
  • Rifles (Skill)
  • Scavenging (Skill)
  • Shotguns (Skill)
The skill that receives skill points when an item is used. Can be found in items.xml Y
location
found
breaks Breaks into which items
slot
  • Hat
  • Glasses
  • Face Mask
  • Chest Armor
  • Jacket
  • Shirt
  • Leg Armor
  • Pants
  • Boots
  • Gloves
  • Backpack
Gear slot. Example: for bandana slot = face
tool-fuel Fuel to use this tool. (There is only Gas Can.)
places
exp How much experience you gain from this item (First time | Subsequent times)
cookable Whether this item can be cooked Y
meltable Whether this item can be melted Y
scrapable Whether this item can be scrapped Y
dismantleable Whether this item can be dismantled Y
lockable Whether this item can be locked Y
storage <Numeric> How many storage slots this item has (if container)
smell_tb Smell radius when carried on toolbelt (in m)
smell_tb_str Smell strength when carried on toolbelt
smell_br Smell radius when carried in backpack (in m)
smell_br_str Smell strength when carried in backpack
durability <Numeric> Durability of the item; see Durability
cumulative_durability <Numeric> Cumulative Durability of the item, this includes all the durability of the items that this item will Break down into.
durability_min <Numeric> The durability (hit points) of an item at its minimum quality. This is generally used for items that have a range of qualities, like clothes.
durability_max <Numeric> The durability (hit points) of an item at its maximum quality. This is generally used for items that have a range of qualities, like clothes.
degradation_rate_min <Numeric> The rate at which the durability decreases when the item is used. For some items this does not change from the max quality, and if so is displayed as one value. Defaults to 1.
degradation_rate_max <Numeric> The rate at which the durability decreases when the item is used. For some items this does not change from the base(min) quality, and if so is displayed as one value. Defaults to 1.
puredur Pure durability of the item; see: Pure-Dur
hardness Hardness of the item; see: Hardness
structural integrity <Numeric> See: Structural Integrity
max_load <Numeric> See: Max Load
mass <Numeric> Weight (only for blocks); see: Mass
tool The Appropriate Tool best to destroy this item (only for blocks)
damage <Numeric> Damage this item deals to entities; see Entity Damage, this is generally used for explosive damage.
explosive_radius_entities <Numeric> This is the radius of effect of the explosion as applied to entities, if this field exists then the above field specifies explosive damage.
damage_min <Numeric> Minimum damage this item deals to entities; see Entity Damage
damage_max <Numeric> Maximum damage this item deals to entities; see Entity Damage
block_damage <Numeric> Damage this item deals to blocks; see Block Damage
explosive_radius_blocks <Numeric> This is the radius of effect of the explosion as applied to blocks, if this field exists then the above field specifies explosive damage.
block_damage_min <Numeric> Minimum damage this item deals to blocks; see Block Damage
block_damage_max <Numeric> Maximum damage this item deals to blocks; see Block Damage
range <Numeric> Weapon/Tool range. See: Range
buff Buff imparted by item.
debuff Buff removed by item
buff_chance Percent chance buff will be imparted
buff_effect How buff affects recipient. buff_effect = -150 HP
heat_map_strength <Numeric> Amount of heat generated (found in sounds.xml) Y
heat_map_time <Numeric> Amount of time heat generated remains (found in sounds.xml)
heat_map_frequency Frequency in ticks that heat is incremented. Applies only to blocks (found in blocks.xml)
reload_speed <Numeric> Time it takes to reload item
speed <Numeric> Attack speed.
bonus_damage_headshot Headshot damage multiplier.
inv_slots
stack <Numeric> Maximum amount of items in one stack
insulation Temperature modifier. This is the how much cooling or heating the item provides, negative is a cooling effect and positive is a heating effect.
waterproof How much protection the item provides against water, rain and the like, this will help or hinder with temperature effects.
concussive_min Concussive protection. Base. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
concussive_max Concussive protection. Maximum. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
puncture_min Punture protection. Base. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
puncture_max Punture protection. Maximum. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
radiation_min Radiation protection. Base. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
radiation_max Radiation protection. Maximum. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
fire_min Fire protection. Base. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
fire_max Fire protection. Maximum. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
electrical_min Electrical protection. Base. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
electrical_max Electrical protection. Maximum. This is the protection given by a object of minimum or base quality. These are the displayed values not actual values, the actual values are affected by the quality of the item and its current level of durability from its maximum.
bullet No longer used. Bullet protection.
melee No longer used. Melee protection.
blunt No longer used. Blunt protection.
explosives No longer used. Explosives protection.
hunger Fullness change when you eat/drink this one.
thirst Thirst change when you eat/drink this one.
health Health change when you eat/drink this one.
stamina Stamina change when you eat/drink this one.
well Wellness change when you eat/drink this one.
gas Gassiness change when you eat/drink this one.
consumption Other effects when you eat/drink this one.
ammo The item this item uses as ammo (if any)
clip Amount of ammo that fits in one clip
used_by
unlocks The item this one unlocks (if any)
unlocked The item that unlocks this one (eg. schematic)
repair The item that is needed to repair this one
repairs The item this one repairs
rep_value The amount with which this item repairs
used_in Items you can craft with this one.
used parts Parts used to assembly.
used in upgrading This is a badly named field, or maybe it has changed meaning. What it currently means is what this item is upgraded to Wood Frame ---> Old Wood
crafting_ingredient_time The base time that this resource adds to the the crafting time, e.g. wood has a value of 0.25 seconds, so a base value Wood Frame would take 2.5 seconds.
frame
used_parts_upgrading Items used to upgrade this one.
unlocked_cooking
used in cooking
provides_power <integer> Shows that this block or item provides electrical power , and can be used as a power source.
  • A block can have both provides_power and requires_power value, and if it does then it is a distribution box, or power relay.
requires_power <integer> Shows that this block or item requires electrical power, the value given is the amount of power required to run this device.
  • A block can have both provides_power and requires_power value, and if it does then it is a distribution box, or power relay, in this case the requires_power value is the amount that this device uses, can be 0.
used_utensil
used_ingredients Ingredients used to cook this one.
unlocked_chemistry
used_in_chemistry
used_ingredients_chemistry
used_in_forging
weight Weight in lbs
weight_forge How much 'metal' this item gives when melted
metal The kind of metal this item gives when melted
fuel whether the item can be burnt
burn-time amount of time the item burns (in secs)
ob_cheat whether the item is obtainable through creative menu Y
ob_cook whether the item is obtainable through cooking Y
ob_craft whether the item is obtainable through crafting Y
ob_dismantle whether the item is obtainable through dismanteling Y
ob_farm whether the item is obtainable through farming Y
ob_forge whether the item is obtainable through forging Y
ob_loot whether the item is obtainable through looting Y
ob_mine whether the item is obtainable through mining Y
ob_scavenge whether the item is obtainable through scavenging Y
ob_scrap whether the item is obtainable through scrapping Y
ob_upgrade whether the item is obtainable through upgrading Y
scrap_iron How much Scrap Iron this item gives when scraped Y
scrap_brass How much Scrap Brass this item gives when scraped Y
scrap_lead How much Scrap Lead this item gives when scraped Y
scrap_tungsten How much Scrap Tungsten this item gives when scraped Y
cloth_fragment How much Cloth Fragment this item gives when scraped Y
added_version <Version String> The version of 7D2D that the item was added. Always
removed_version <Version String> <Version String> The version of 7D2D that the item was removed. Replaces the removed field. Y
updated_version <Version String> [, <Version String> ...] A comma separated list of versions that the item has been updated.
Note: These can not be links.
Always
confirmed_version <Version String> [, <Version String> ...] A comma separated list of versions that the item has been comfirmed to be working. Should only be updated to the latest version when the details have been confirmed to be correct.
Note: These can not be links.
Always


Ceci est la page de documentation du modèle, il devrait avoir subi une transclusion en la page principale du modèle. Voir Modèle:Doc pour plus d'information.