Template:Trait: Difference between revisions

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(Try again on getting automated category addition)
(Category:Targeted Mutation Only)
 
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-->{{#if:{{{bionic|}}}|&nbsp;[[{{{bionic}}}|<b style="border:1px dashed darkblue; color:blue; padding: 0 0.6em">Has bionic analog</b>]]}}<!--
-->{{#if:{{{bionic|}}}|&nbsp;[[{{{bionic}}}|<b style="border:1px dashed darkblue; color:blue; padding: 0 0.6em">Has bionic analog</b>]]}}<!--


-->{{#if:{{{trait|}}}|&nbsp;[[Character#Traits|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Possible Starting Trait</b>]][[Category:Starting Trait]]}}<!--
-->{{#if:{{{trait|}}}|&nbsp;[[Character#Traits|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Possible Starting Trait</b>]]{{#ifeq:{{ROOTPAGENAME}}|{{{2|}}}|[[Category:Starting Trait]]}} }}<!--


-->{{#if:{{{invalid|}}}|&nbsp;[[Mutation#Sources_of_mutation|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Targeted Mutation Only</b>]]}}<!--
-->{{#if:{{{invalid|}}}|&nbsp;[[Mutation#Sources_of_mutation|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Targeted Mutation Only</b>]]{{#ifeq:{{ROOTPAGENAME}}|{{{2|}}}|[[Category:Targeted Mutation Only]]}} }}<!--


-->{{#if:{{{profession|}}}|&nbsp;[[Professions|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Profession Trait</b>]]}}<!--
-->{{#if:{{{profession|}}}|&nbsp;[[Professions|<b style="border:1px solid darkblue; color:blue; padding: 0 0.6em">Profession Trait</b>]]}}<!--


-->{{#if:{{{purifiable|}}}|&nbsp;[[Purifier|<b style="border:1px solid darkblue; background-color:lightblue; color:darkblue; padding: 0 0.6em">Not purifiable</b>]]}}<!--
-->{{#if:{{{purifiable|}}}|&nbsp;[[Purifier|<b style="border:1px solid darkblue; background-color:lightblue; color:darkblue; padding: 0 0.6em">Not purifiable</b>]]{{#ifeq:{{ROOTPAGENAME}}|{{{2|}}}|[[Category:Not Purifiable]]}} }}<!--


-->{{#if:{{{threshold|}}}|&nbsp;[[Mutation#Thresholds|<b style="border:1px solid darkgreen; color:lightgreen; padding: 0 0.6em">Threshold Mutation</b>]]}}<!--
-->{{#if:{{{threshold|}}}|&nbsp;[[Mutation#Thresholds|<b style="border:1px solid darkgreen; color:lightgreen; padding: 0 0.6em">Threshold Mutation</b>]]}}<!--
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-->{{#if:{{{CHANGES_TO|}}}|<b style="color:blue">Changes to:</b> {{{CHANGES_TO}}}<br>}}<!--
-->{{#if:{{{CHANGES_TO|}}}|<b style="color:blue">Changes to:</b> {{{CHANGES_TO}}}<br>}}<!--
-->{{#if:{{{LEADS_TO|}}}|<b style="color:darkgreen">Leads to:</b> {{{LEADS_TO}}}<br>}}<!--
-->{{#if:{{{LEADS_TO|}}}|<b style="color:darkgreen">Leads to:</b> {{{LEADS_TO}}}<br>}}<!--
-->Point cost: <span style="color:{{#ifeq:{{{3|}}}|0|black|darkgreen}}">'''{{{3}}}'''</span><!--
-->Point cost: <span style="color:{{#ifeq:{{{3|}}}|0|black|green}}">'''{{{3}}}'''</span><!--
--> {{#ifeq:{{{4|}}}|0
--> {{#ifeq:{{{4|}}}|0
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| style="max-width:64em; border-left: 1px solid {{#if:{{{mixed_effect|}}}|pink|{{#ifexpr:{{{3|0}}}<0|darkred|darkgreen}}}}; padding: 0.1em 0.5em 0" | {{#if:{{{7|}}}|{{{7|}}}}}
| style="max-width:64em; border-left: 1px solid {{#if:{{{mixed_effect|}}}|pink|{{#ifexpr:{{{3|0}}}<0|darkred|darkgreen}}}}; padding: 0.1em 0.5em 0" | {{#if:{{{7|}}}|{{{7|}}}}}
|}
|}
{{#if:{{{mixed_effect|}}}|{{#ifeq:{{ROOTPAGENAME}}|{{{2|}}}|[[Category:Mixed Effect]]}} }}
</div><noinclude>
</div><noinclude>
==Documentation==
==Documentation==
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Some of the variables:
Some of the variables:
* set 'bionic' to the correct bionic if the mutation has a bionic that has a similar feature set. Add a link to the bionic in the notes. For example <nowiki>bionic=Internal Storage</nowiki>
* set 'bionic' to the correct bionic if the mutation has a bionic that has a similar feature set. Add a link to the bionic in the notes - for example, <nowiki>bionic=Internal Storage</nowiki>
* Set 'invalid' to '1' if the mutation is not a valid random mutation target. Means it can only be chosen as a starting trait, when using targeted mutagen, or using the debug menu.
* Set 'invalid' to '1' if the mutation is not a valid random mutation target. This means it can only be chosen as a starting trait, when using targeted mutagen, or using the debug menu.
* Set 'mixed_effect' to '1' if the mutation has both good and bad effects, this overrides the normal points cost border color, turning it pink (same as ingame). Used for mutations with ones with <nowiki>'"mixed_effect" : true'</nowiki> in the json files.
* Set 'mixed_effect' to '1' if the mutation has both good and bad effects, this overrides the normal points cost border color, turning it pink (same as ingame). Used for mutations with <nowiki>'"mixed_effect" : true'</nowiki> in the json files. This should also put the mutation's page in Category:Mixed Effect.
* Set 'trait' to '1' if the mutation is a possible starting trait. Only use this for the default starting traits. The ones with <nowiki>'"starting_trait" : true'</nowiki> in the json files.
* Set 'trait' to '1' if the mutation is a possible starting trait. Only use this for the default starting traits - the ones with <nowiki>'"starting_trait" : true'</nowiki> in the json files. This should also put the trait's page in Category:Starting Traits.
* Set 'profession' to '1' if the mutation is a profession trait. The ones with <nowiki>'"profession" : true'</nowiki> in the json files.
* Set 'profession' to '1' if the mutation is a profession trait. These have <nowiki>'"profession" : true'</nowiki> in the json file.
* Set 'threshold' to '1' if the mutation is a threshold mutation. Only use for threshold mutations. The ones with <nowiki>'"threshreq"'</nowiki> values set in the json files.
* Set 'threshold' to '1' if the mutation is a threshold mutation. Only use for threshold mutations - the ones with <nowiki>'"threshreq"'</nowiki> values set in the json files.
* Set 'purifiable' to '1' if the mutation is not purifiable. The ones with <nowiki>'"purifiable"'</nowiki> values set to false in the json files.
* Set 'purifiable' to '1' if the mutation is not purifiable. These have <nowiki>'"purifiable"'</nowiki> values set to false in the json files.
* The third normal argument is the points cost. If the points cost is negative, it is considered a bad mutation, and will have a red border. (mixed_effect will override this)
* The third normal argument is the points cost. If the points cost is negative, it is considered a bad mutation, and will have a red border (mixed_effect will override this).


[[Category:Templates]]
[[Category:Templates]]
</noinclude>
</noinclude>

Latest revision as of 02:56, 1 March 2021

[[{{{2}}}]]
Point cost: {{{3}}} / Visibility: {{{4}}} / Ugliness: {{{5}}}

Documentation

Documentation incomplete.

Use this template to create the mutation/trait infobox.

Some of the variables:

  • set 'bionic' to the correct bionic if the mutation has a bionic that has a similar feature set. Add a link to the bionic in the notes - for example, bionic=Internal Storage
  • Set 'invalid' to '1' if the mutation is not a valid random mutation target. This means it can only be chosen as a starting trait, when using targeted mutagen, or using the debug menu.
  • Set 'mixed_effect' to '1' if the mutation has both good and bad effects, this overrides the normal points cost border color, turning it pink (same as ingame). Used for mutations with '"mixed_effect" : true' in the json files. This should also put the mutation's page in Category:Mixed Effect.
  • Set 'trait' to '1' if the mutation is a possible starting trait. Only use this for the default starting traits - the ones with '"starting_trait" : true' in the json files. This should also put the trait's page in Category:Starting Traits.
  • Set 'profession' to '1' if the mutation is a profession trait. These have '"profession" : true' in the json file.
  • Set 'threshold' to '1' if the mutation is a threshold mutation. Only use for threshold mutations - the ones with '"threshreq"' values set in the json files.
  • Set 'purifiable' to '1' if the mutation is not purifiable. These have '"purifiable"' values set to false in the json files.
  • The third normal argument is the points cost. If the points cost is negative, it is considered a bad mutation, and will have a red border (mixed_effect will override this).