Difference between revisions of "Template:ArmorInfoTEST"

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| yes = [[Category:Costume items]]
 
| yes = [[Category:Costume items]]
 
| #default =  
 
| #default =  
{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Defense|Defenses]]''':[[File:Icon-notice.png|20px|right|Defense and Status resistance bars tell you different things. See the Defense and Abilities pages for details.]]{{clearright}}{{{stats|[[Image:Equipment-{{{name|Unknown}}}_Stats.png|center|link=Defenses]]}}}|left}}<br/>
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{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Defense|Defenses]]''':[[File:Icon-notice.png|20px|right|Defense and Status resistance bars tell you different things. See the Defense and Abilities pages for details.]]{{clearright}}{{{stats|[[Image:Equipment-{{{name|Unknown}}}_Stats.png|center|Defenses]]}}}|left}}<br/>
{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Clockworks#Equipment_Reduction|Health]] [[Health|Pips]]''': [[File:Icon-notice.png|20px|right|Health Benefits, or the number of "pips," can increase with heat level for many items. See the main list page or the Health pages for details. Depth in the clockworks influences health behavior - see the Clockworks page for details.]] {{clearright}}{{{health|[[Image:Equipment-{{{name|Unknown}}} Health Pips.png|center|link=Health]]}}}|left}}<br/>
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{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Health|Health Pips]]''': [[File:Icon-notice.png|20px|right|Health Benefits, or the number of "pips," can increase with heat level for many items. Depth in the clockworks influences health behavior - see the Health page for details.]] {{clearright}}{{{health|[[Image:Equipment-{{{name|Unknown}}} Health Pips.png|center|Health Pips]]}}}|left}}<br/>
{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Abilities|Special Properties]]''':[[File:Icon-notice.png|20px|right|Boosts and Penalties are both considered "abilities" in general. Some items have additional health as a special "ability," giving more health pips than most items. Many items don't have any special abilities. See the Abilities page for details.]]{{clearright}}{{#switch: {{{abilities_aura|no}}} | nononononononono = *No special [[Abilities|abilities]].}}{{{abilities|[[Image:Equipment-{{{name|Unknown}}} Abilities.png|center|link=Abilities]]}}}|left}}<br/>
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{{SKWindow/NewRow}}{{SKWindow/Cell|'''[[Abilities]]''':[[File:Icon-notice.png|20px|right|Boosts and Penalties are both considered "abilities" in general. Some items have additional health as a special "ability," giving more health pips than most items. Many items don't have any special abilities. See the Abilities page for details.]]{{clearright}}{{#switch: {{{abilities_aura|no}}} | nononononononono = *No special [[Abilities|abilities]].}}{{{abilities|[[Image:Equipment-{{{name|Unknown}}} Abilities.png|center|Abilities]]}}}|left}}<br/>
 
}}
 
}}
 
{{SKWindow/NewRow}}{{SKWindow/Cell|'''Accessory Positions'''
 
{{SKWindow/NewRow}}{{SKWindow/Cell|'''Accessory Positions'''

Latest revision as of 07:19, 15 November 2014

Armor ☆☆☆☆☆
File:Unknown-Equipped.png
Defenses:
Defense and Status resistance bars tell you different things. See the Defense and Abilities pages for details.


Health Pips:
Health Benefits, or the number of "pips," can increase with heat level for many items. Depth in the clockworks influences health behavior - see the Health page for details.


Abilities:
Boosts and Penalties are both considered "abilities" in general. Some items have additional health as a special "ability," giving more health pips than most items. Many items don't have any special abilities. See the Abilities page for details.


Accessory Positions
  • None
[create] Template documentation

The ArmorInfoTEST is a {{{stars}}}-star [[{{{type}}}]].

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