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Quest icon.png   DEs changements sur ce modèle impacteront de nombreuses autres pages.

Faites attention quand vous modifiez ce modèle.

Ce modèle modifie 113 pages.

Template-info.png Documentation


Le modèle génère une infobox pour les articles. L'infobox fournit un résumé des statistiques associées à un élément donné. Il est prévu d'organiser l'information de manière cohérente pour tous les articles et de fournir un point de référence rapide pour des informations pertinentes sur l'article.

La mise en forme et le classement des informations sont en grande partie effectués par le modèle à quelques exceptions près (taille des images, ajout de liens, etc.).

Les informations sont transmises au modèle sous la forme de paramètres et de valeurs désignés comme tels: |parameter=value. Les paramètres ne contenant aucune valeur ou uniquement les espaces seront ignorés et ne seront pas inclus dans l'infobox.

Auto-Catégorie

L'inclusion du modèle catégorisera automatiquement l'article dans Categorie:Objets. De plus, certains paramètres permettent au modèle d'ajouter automatiquement l'élément à d'autres catégories. Les paramètres avec cette fonctionnalité sont indiqués ci-dessous dans la liste des paramètres. Cette fonctionnalité étend l'utilité de l'infobox mais elle n'est pas toujours souhaitable. Pour désactiver la catégorisation automatique, ajoutez la combinaison paramètre /valeur:|nocat=1.

Le paramètre removed_version affecte également la catégorisation automatique en désactivant la catégorisation par d'autres paramètres pour garantir que l'élément est uniquement catégorisé automatiquement dans Category:Objets Suprimés. Il peut y avoir d'autres catégories ajoutées à l'élément en dehors de l'infobox, que l'infobox ne peut pas contrôler ou manipuler.

Lien automatique

Si un champ est paramétré pour un lien automatique, il inclura automatiquement les balises [[ et ]] autour du champ. Ainsi, créer un lien vers la page référencée dans ce champ. Le modèle dans le lien devrait s'assurer que le champ est précis en passant la valeur à travers un modèle de validation, normalement la Valider la liste ou Valider la liste des modèles.

Le paramètre removed_version désactive le système de liaison automatique.

Valeurs booléennes

Les paramètres qui attendent des valeurs booléennes telles que true ou false autorisent une certaine variation de la terminologie comme suit:

1, y, oui, t, vrai = VRAI
0, n, non, f, faux = FAUX

Pour plus d'informations, voir la documentation de Template: Validate_bool

Notes

  • S'il vous plaît ajouter une petite image d'un élément que vous mettez dans l'infobox (par exemple des munitions) pour le look global.

  Utilisez cette syntaxe:   |ammo=[[File: CrossbowBolt.png|20px|link=Arbalète]] [[Arbalète]]   ressemblera à:CrossbowBolt.png Arbalète

  • Lors de l'utilisation des composants d'expérience, exp1 est l'expérience initiale acquise pour la première utilisation, exp2 est chaque utilisation ultérieure de l'article.
  • La plupart des valeurs des éléments peuvent être trouvées dans items.xml.
  • Les informations sur les objets transposables, tels que les pièges et les mines, se trouvent dans blocks.xml

Copier, Coller, et Remplacer

Veillez utiliser les modèles si dessous afin de permettre une lecture rapide et construite des pages du wiki.

Armes à Feu
{{Infobox_item/Sandbox
|name = {{PAGENAME}}
|image = 
|item-id = 
|group = 
|category = 
|type = 
|damage_min = 
|damage_max = 
|block_damage_min =
|block_damage_max =
|speed = 
|bonus_damage_headshot = 
|durability_min = 
|durability_max = 
|range = 
|ammo = 
|clip = 
|used_parts =
|weight =
|weight_forge = 
|metal = 
|meltable = 
|scrapable = 
|dismantleable = 
|scrap_iron = 
|ob_craft = 
|ob_loot = 
|ob_cheat = 
|repair = 
|unlocked = 
|ActionSkillGroup = 
|GunSkillGroup = 
|added_version =
|confirmed_version =
}}
Vêtements
{{Infobox item
|name = {{PAGENAME}}
|image = 
|item-id = 
|group = 
|durability_min =
|durability_max = 
|slot = 
|repair = 
|insulation = 
|waterproof = 
|concussive = 
|puncture =  
|burn-time = 
|bullet = 
|melee = 
|blunt = 
|explosives = 
|fuel = 
|ob_craft = 
|ob_cheat = 
|ActionSkillGroup = 
|CraftingSkillGroup = 
|added_version =
|confirmed_version =
}}
Nouriture
{{Infobox item
|name = {{PAGENAME}}
|image = 
|group = 
|category = 
|item-id = 
|hunger = +1
|used_in = 
|used_in_cooking = 
|cookable = 
|ob_farm = 
|ob_scavenging = 
|ob_cheat = 
|ob_loot = 
|stack = 
|speed = 
|crafting_ingredient_time = 
|added_version =
|confirmed_version = 
}}

Syntaxe

Syntaxe de base:

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

Paramètres

Parameter Legal Values Description Auto-categorizes Auto-links
removed NOTE: Utilisez removed_version à la place. Version dans laquelle l'élément a été supprimé (remplace la catégorisation automatique ultérieure) Y
nocat Désactive la catégorisation automatique.
Syntaxe:nocat=true
name Nom de l'objet. La syntaxe PAGENAME avec Modèle:'' et '' permet de reprendre le nom de la page
image Image de l'objet.
caption Légende de l'image.
image_alt1 Première alternative de l'image de la page.
caption_alt1 Légende pour la première alternative.
image_alt2 Seconde alternative de l'image de la page.
caption_alt2 Légende pour la seconde alternative.
size
group
  • Armes/Munitions
  • Notions de Bases
  • Constructions
  • Chimie
  • Vêtements
  • Décros/Divers
  • Nouriture/Cuisine
  • Science
  • Resources
  • Objets Spéciaux
  • Outils/Pièges
Le groupe auquel appartient l'article. (Pour les groupes possibles, voir:Groupe)

Note: "Médecine (Groupe)" a été remplacé par Science dans Alpha 16

Y Y
category La catégorie de l'objet. Voir: Catégories Y
type Une liste séparée par des virgules d'une sous-catégorie, en fonction de l'élément. Par exemple, une arme à feu «semi-automatique» comprend maintenant un type d'outil Y
tool-type N'a plus besoin d'ajouter au type. Valeurs reconnues: Mécanique, Manuel Y
item-id Numéro d'identification de l'article. Se trouve entre parenthèses dans le menu créatif.
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



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