Difference between revisions of "Template:Enemy"
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Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
(flexbox for off and def stats, fixes misalinged columns) |
(updated additional resistances from body type to 0.8.1.7 values) |
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--- Define additional resistance bonuses from enemy body type as individual variables (from scr_mob_material_type). --- | --- Define additional resistance bonuses from enemy body type as individual variables (from scr_mob_material_type). --- | ||
-->{{#if: {{#var:Matter}} | {{#switch: {{#var:Matter}} | -->{{#if: {{#var:Matter}} | {{#switch: {{#var:Matter}} | ||
| bones = {{#vardefine:resphysical| | | flesh = {{#vardefine:healReceived|10}} | ||
| ectoplasm = {{#vardefine:resphysical| | | bones = {{#vardefine:resphysical|25}}{{#vardefine:rescrushing|-15}}{{#vardefine:respiercing|10}}{{#vardefine:respoison|200}}{{#vardefine:resnature|40}}{{#vardefine:resbleed|200}} | ||
| ectoplasm = {{#vardefine:resphysical|75}}{{#vardefine:resnature|60}}{{#vardefine:resmagic|-50}}{{#vardefine:respoison|200}}{{#vardefine:resbleed|200}}{{#vardefine:resstone|100}} | |||
| ooze = {{#vardefine:rescaustic|100}}{{#vardefine:respoison|75}}{{#vardefine:resfire|-75}} | | ooze = {{#vardefine:rescaustic|100}}{{#vardefine:respoison|75}}{{#vardefine:resfire|-75}} | ||
| chitin = {{#vardefine:resphysical| | | chitin = {{#vardefine:resphysical|25}} | ||
| #default = }} | | #default = }} | ||
| }}<!-- | | }}<!-- |
Revision as of 14:52, 24 May 2023
Documentation
[purge]
This is template created for use together with the Template:Tooltip hover box template. Copy this code to a specific Enemy page (for example, Skeleton Swordsman):
{{ {{{1|Tooltip hover box}}}|title= {{Enemy}} }}
It will automatically load the attrbutes from Enemy data and fill them into the format you see below.
You can provide the enemy name as first parameter, otherwise the pagename is used.
Enemy body types
Enemies gain certain additional attributes (mainly Resistances) from their body types. These bonuses are hardcoded in the Enemy template as the "Matter" variable and added to each enemy's base attributes.
Example
Head 0
Body 0
Arms 0
Legs 0
Resistances
Defensive stats
Block Chance 0%
Bleed Res. 0%
Pain Res. 0%
Bleed Res. 0%
Pain Res. 0%
Block Power 0
Control Res. 0%
Control Res. 0%
Dodge Chance 0%
Move Res. 0%
Move Res. 0%
Offensive stats
Crit Chance 0%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 0%
Fumble Chance 0%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 0%
Fumble Chance 0%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 0%
Attributes
STR:
AGL:
PRC:
VIT:
WIL:
Miscellaneous
Faction:
Size:
XP:
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