Template:Infobox Weapon

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The template only requires a single entry for weight (as weight is unaffected by quality) and (lowest quality) scrap value of the item. The template will automatically calculate ★★ and ★★★ scrap values of the item.

NOTE: For ALL templates - If a parameter does not actually have any data to go into it, leave it out entirely

Template Syntax examples
Melee Weapons
{{Infobox Weapon
| ItemName = Melee Weapon name
| Image = Weapon image
| Description = Weapon Description
| Function = Function (the weapon / grenade use description)
| PreReq = Prerequisites to crafting the weapon
| ReqStat = Required stat to use (strength, dexterity etc)
| ReqLevel = Minimum level of the stat required
| MeleeDmgType = Damage type
| MeleeDmg = Amount of damage (min-max)
| MeleeAcc = Accuracy amount (80%, +20% etc)
| MeleeStamina = Stamina cost to use in melee
| MeleeEffect1 = First effect the weapon can apply in melee
| MeleeEffect1Target = Target (body area, person etc) required to apply the effect (such as chest often for winded)
| MeleeEffect1Chance = Chance to apply the first effect
| MeleeEffect2 = Second effect the weapon can apply in melee
| MeleeEffect2Target = Target (body area, person etc) required to apply the effect
| MeleeEffect2Chance = Chance to apply the second effect
| MeleeEffect3 = Third effect the weapon can apply in melee
| MeleeEffect3Target = Target (body area, person etc) required to apply the effect
| MeleeEffect3Chance = Chance to apply the third effect
| Weight = Weight (number)
| Value = Scrap value (of {{Icon|Type=Quality1}} variant)
| Ingredients = 
1x [[PlaceholderIngredients | Placeholder Ingredient2]] {{Icon|Type=Quality1}}'s<br/>
1x [[PlaceholderIngredients | Placeholder Ingredient3]] {{Icon|Type=Quality1}}'s
| Sources = [[PlaceholderSource | Placeholder Source]]
| Locations = [[PlaceholderLocation | Placeholder Location]]
[[PlaceholderLocation | Placeholder Location]]
| Items = [[Weapons/Bladed Baseball Bat|Bladed Baseball Bat]]
| Recycle = Items that can be recycled to obtain the {{Icon|Type=Quality2}} of this (usually an upgraded weapon)
| RecycleArmoury = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s
| RecycleArmouryTime = Time taken to recycle at the armoury (leave blank for default)
| RecycleMakeshift = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s
| RecycleMakeshiftTime = Time taken to recycle at the makeshift recycler (leave blank for default)
| RecycleRecycler = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s
| RecycleRecyclerTime = Time taken to recycle at the recycler (leave blank for default)
}}
Ranged Weapons
{{Infobox Weapon
| ItemName = Ranged Weapon name
| Image = Weapon image
| Description = Weapon Description
| Function = Function (the weapon / grenade use description)
| PreReq = Prerequisites to crafting the weapon
| ReqStat = Required stat to use (strength, dexterity etc)
| ReqLevel = Minimum level of the stat required
| RangedDmgType = Damage type (Leave blank as firearms default to ...bullet?)
| RangedDmg = Amount of damage (min-max)
| RangedAcc = Accuracy amount (80%, +20% etc)
| RangedAmmoType = Item name of ammunition used (Pistol Ammo, Rifle Ammo, Crossbow Bolt etc)
| RangedAmmo = Max magazine size (number) the weapon can hold
| RangedStamina = Stamina cost to use at range
| RangedEffect1 = First effect the weapon can apply at range
| RangedEffect1Target = Target (body area, person etc) required to apply the effect (such as chest often for winded)
| RangedEffect1Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the first effect
| RangedEffect2 = Second effect the weapon can apply at range
| RangedEffect2Target = Target (body area, person etc) required to apply the effect
| RangedEffect2Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the second effect
| RangedEffect3 = Third effect the weapon can apply at range
| RangedEffect3Target = Target (body area, person etc) required to apply the effect
| RangedEffect3Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the third effect
| MeleeDmgType = Damage type (firearms default to blunt)
| MeleeDmg = Amount of damage (min-max)
| MeleeAcc = Accuracy amount (80%, +20% etc)
| MeleeStamina = Stamina cost to use in melee
| MeleeEffect1 = First effect the weapon can apply in melee
| MeleeEffect1Target = Target (body area, person etc) required to apply the effect (such as chest often for winded)
| MeleeEffect1Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the first effect
| MeleeEffect2 = Second effect the weapon can applyin melee
| MeleeEffect2Target = Target (body area, person etc) required to apply the effect
| MeleeEffect2Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the second effect
| MeleeEffect3 = Third effect the weapon can applyin melee
| MeleeEffect3Target = Target (body area, person etc) required to apply the effect
| MeleeEffect3Chance = Chance (raw number, 20, 50, etc - do not include %) to apply the third effect
| Weight = Weight (number)
| Value = Scrap value (of {{Icon|Type=Quality1}} variant)
| Ingredients = 
1x [[PlaceholderIngredients | Placeholder Ingredient2]] {{Icon|Type=Quality1}}'s<br/>
1x [[PlaceholderIngredients | Placeholder Ingredient3]] {{Icon|Type=Quality1}}'s
| Sources = [[PlaceholderSource | Placeholder Source]]
| Locations = [[PlaceholderLocation | Placeholder Location]]
[[PlaceholderLocation | Placeholder Location]]
| Items = [[PlaceholderWeapon | Placeholder Weapon]]
| Recycle = Items that can be recycled to obtain the {{Icon|Type=Quality2}} of this (usually an upgraded weapon)
| RecycleArmoury = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s
| RecycleArmouryTime = Time taken to recycle at the armoury (leave blank for default)
| RecycleMakeshift = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s
| RecycleMakeshiftTime = Time taken to recycle at the makeshift recycler (leave blank for default)
| RecycleRecycler = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s
| RecycleRecyclerTime = Time taken to recycle at the recycler (leave blank for default)
Template output examples
Melee Weapons


Ranged Weapons


Template Call examples
Ranged Weapons
{{Infobox Weapon
| ItemName = Baseball Bat
| Image = ItemWeaponsBaseballBat.webp
| Description = A lathed piece of wood, with a tapered shape. Its original purpose was to hit balls.
| Function = Equip as a weapon on [[Locations/Expeditions|expeditions]] or during a [[Shelter/Breach|breach]].
| ReqStat = Strength
| ReqLevel = 6
| RangedDmgType = Blunt
| RangedDmg = 23-35
| RangedAcc = +20%
| RangedStamina = 4
| RangedEffect1 = Bleeding
| RangedEffect1Chance = 20%
| RangedEffect2 = Winded
| RangedEffect2Chance = 10%
| RangedEffect2Target = Torso
| Weight = 5
| Value = 10
| Ingredients = 
1x [[PlaceholderIngredients | Placeholder Ingredient2]] {{Icon|Type=Quality1}}'s<br/>
1x [[PlaceholderIngredients | Placeholder Ingredient3]] {{Icon|Type=Quality1}}'s
| Sources = 
| Locations = [[Locations/Church|Church]]<br/>
[[Locations/Park|Park]]<br/>
[[Locations/Scrap Yard|Scrap Yard]]
| Items = [[Weapons/Bladed Baseball Bat|Bladed Baseball Bat]]
| RecycleArmoury = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s
| RecycleMakeshift = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s
| RecycleRecycler = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s
}}
Ranged Weapons
{{Infobox Weapon
| ItemName = Rifle
| Image = ItemWeaponsRifle.webp
| Description = A gun with a long, rifled barrel which takes rifle ammo.
| Function = Equip as a weapon on [[Locations/Expeditions|expeditions]] or during a [[Shelter/Breach|breach]].
| ReqStat = Dexterity
| ReqLevel = 14
| RangedDmgType = Bullet
| RangedDmg = 80-100
| RangedAcc = 80%
| RangedStamina = 2
| RangedAmmo = 3
| RangedAmmoType = Rifle Ammo
| RangedEffect1 = Bleeding
| RangedEffect1Chance = 80%
| MeleeDmgType = Blunt
| MeleeDmg = 20-25
| MeleeAcc = +0%
| MeleeStamina = 4
| MeleeEffect1 = Bleeding
| MeleeEffect1Chance = 20%
| Weight = 25
| Value = 50
| Ingredients = 
1x [[PlaceholderIngredients | Placeholder Ingredient2]] {{Icon|Type=Quality1}}'s<br/>
1x [[PlaceholderIngredients | Placeholder Ingredient3]] {{Icon|Type=Quality1}}'s
| Sources = 
| Locations = [[Locations/Church|Church]]<br/>
[[Locations/Park|Park]]<br/>
[[Locations/Scrap Yard|Scrap Yard]]
| Items = [[Weapons/Bladed Baseball Bat|Bladed Baseball Bat]]
| RecycleArmoury = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality1}}'s
| RecycleMakeshift = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality2}}'s
| RecycleRecycler = 
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s<br/>
1x [[Materials | Placeholder Materials]] {{Icon|Type=Quality3}}'s
}}
Template Data

Infobox for all weapons

Template parameters

This template prefers block formatting of parameters.

ParameterDescriptionTypeStatus
ItemNameItemName

Name of the weapon

Default
Unnamed Item
Example
Baseball Bat
Stringrequired
ImageImage

Image file for the equipment item

Default
ItemEquipmentBulletproofVest.webp
Example
ItemEquipmentBulletproofVest.webp
Filesuggested
ImageCaptionImageCaption

Image caption (if any)

Stringoptional
DescriptionDescription

In-game description for the equipment item

Default
Someone forgot to fill the description.
Example
This item is used to do things with stuff
Stringsuggested
FunctionFunction

Special effect or use of the item, or other special note (if any)

Default
None
Stringsuggested
PreReqPreReq

Prerequisite for unlocking the item

Default
None
Stringsuggested
ReqStatReqStat

Stat required to use this weapon

Default
Nothing
Stringsuggested
ReqLevelReqLevel

Stat level required to use this weapon

Default
Nothing
Numbersuggested
RangedDmgRangedDmg

Amount of ranged damage the weapon does

Default
Nothing
Stringsuggested
RangedDmgTypeRangedDmgType

What type damage the weapon does at range

Default
Nothing
Stringsuggested
RangedAccRangedAcc

Accuracy when used at range

Default
Nothing
Stringsuggested
RangedStaminaRangedStamina

Stamina cost when used at range

Default
Nothing
Numbersuggested
RangedAmmoTypeRangedAmmoType

Ammo type for the firearm (name of the item it is loaded with)

Default
Nothing
Stringsuggested
RangedAmmoRangedAmmo

Maximum magazine capacity of the firearm

Default
Nothing
Numbersuggested
RangedEffect1RangedEffect1

First effect type when using at range (such as bleeding, winded etc)

Default
Nothing
Stringsuggested
RangedEffect1TargetRangedEffect1Target

First effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
RangedEffect1ChanceRangedEffect1Chance

Chance of applying the first effect (if any) on hit

Default
Nothing
Numbersuggested
RangedEffect2RangedEffect2

Second effect type when using at range (such as bleeding, winded etc) (if any)

Default
Nothing
Stringsuggested
RangedEffect2TargetRangedEffect2Target

Second effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
RangedEffect2ChanceRangedEffect2Chance

Chance of applying the second effect (if any) on hit

Default
Nothing
Numbersuggested
RangedEffect3RangedEffect3

Third effect type when using at range (such as bleeding, winded etc) (if any)

Default
Nothing
Stringsuggested
RangedEffect3TargetRangedEffect3Target

Third effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
RangedEffect3ChanceRangedEffect3Chance

Chance of applying the third effect (if any) on hit

Default
Nothing
Numbersuggested
MeleeDmgMeleeDmg

Amount of melee damage the weapon does

Default
Nothing
Stringsuggested
MeleeDmgTypeMeleeDmgType

What type damage the weapon does in melee

Default
Nothing
Stringsuggested
MeleeAccMeleeAcc

Accuracy when used in melee

Default
Nothing
Stringsuggested
MeleeStaminaMeleeStamina

Stamina cost when used in melee

Default
Nothing
Numbersuggested
MeleeEffect1MeleeEffect1

First effect type when using in melee (such as bleeding, winded etc)

Default
Nothing
Stringsuggested
MeleeEffect1TargetMeleeEffect1Target

First effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
MeleeEffect1ChanceMeleeEffect1Chance

Chance of applying the first effect (if any) on hit

Default
Nothing
Numbersuggested
MeleeEffect2MeleeEffect2

Second effect type when using in melee (such as bleeding, winded etc) (if any)

Default
Nothing
Stringsuggested
MeleeEffect2TargetMeleeEffect2Target

Second effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
MeleeEffect2ChanceMeleeEffect2Chance

Chance of applying the second effect (if any) on hit

Default
Nothing
Numbersuggested
MeleeEffect3MeleeEffect3

Third effect type when using in melee (such as bleeding, winded etc) (if any)

Default
Nothing
Stringsuggested
MeleeEffect3TargetMeleeEffect3Target

Third effects required body area target (such as head, chest) (leave blank if it doesn't require one) or other effect target if fixed

Default
Nothing
Stringsuggested
MeleeEffect3ChanceMeleeEffect3Chance

Chance of applying the third effect (if any) on hit

Default
Nothing
Numbersuggested
WeightWeight

Weight of the item

Default
0
Example
2, 4, 300 etc
Numberrequired
ValueValue

★ value of this item

Default
0
Example
1, 10, 100 etc
Numbersuggested
FuelFuel

Fuel value of this item (if it has one). Values less than or equal to 1 will not be displayed

Default
0
Example
2, 5, 25 etc
Numbersuggested
IngredientsIngredients

List of items used to craft this

Default
Nothing
Stringsuggested
ItemsItems

List of items this is used to craft

Default
Nothing
Stringsuggested
ObjectsObjects

List of objects the fixed quality of this is used to craft

Default
Nothing
Stringsuggested
SourcesSources

List of general sources the fixed quality of this can be found at

Default
Nothing
Stringsuggested
LocationsLocations

List of locations this can be found at

Default
Nothing
Stringsuggested
RecycleRecycle

List of items this can be recycled to return

Default
Nothing
Stringsuggested
RecycleArmouryRecycleArmoury

List of items this item will recycle into using an armoury

Default
Nothing
Stringsuggested
RecycleArmouryTimeRecycleArmouryTime

How long (in hours) it takes to recycle this item using an armoury

Default
0.2
Numbersuggested
RecycleMakeshiftRecycleMakeshift

List of items this item will recycle into using a makeshift recycler

Default
Nothing
Stringsuggested
RecycleMakeshiftTimeRecycleMakeshiftTime

How long (in hours) it takes to recycle this item using a makeshift recycler

Default
0.3
Numbersuggested
RecycleRecyclerRecycleRecycler

List of items this item will recycle into using a recycler

Default
Nothing
Stringsuggested
RecycleRecyclerTimeRecycleRecyclerTime

How long (in hours) it takes to recycle this item using a recycler

Default
0.4
Numbersuggested