Difference between revisions of "Template:Metrics/Speed/doc"

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(Demo dox)
(Removal of Crit-a-Cola speed bonus)
 
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This template drops in a class's speed, modified by settings that determine what the class has equipped (where appropriate).  The <code>C</code> argument is the only one required. The <code>A</code> argument indicates the action the player is taking, and other arguments and values depend on the class. The <code>W</code> argument, if defined, means the value returned is modified by being under the [[Disciplinary Action]] effect.  
+
This template drops in a class's speed, modified by settings that determine what the class has equipped (where appropriate).  The <code>C</code> argument is the only one required ([[Conga|unless dancing]]). The <code>A</code> argument indicates the action the player is taking, and other arguments and values depend on the class. The <code>W</code> argument, if defined, means the value returned is modified by being under the [[Disciplinary Action]] effect.  
  
 
Template defaults to <code>0</code> if the <code>C</code> argument is unknown, to avoid causing downstream parsing failures if used in an equation.
 
Template defaults to <code>0</code> if the <code>C</code> argument is unknown, to avoid causing downstream parsing failures if used in an equation.
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| A || Action
 
| A || Action
 
|-
 
|-
| W || ''If under [[Disciplinary Action]] effect''
+
| W || ''If under one of the following effects''
 +
* [[Disciplinary Action]] buff
 +
* [[Concheror]] buff
 +
* [[Heavy]] after hitting with the [[Eviction Notice]]
 +
* [[Spy]] after killing with the [[Big Earner]]
 +
* [[Spy]] after feign death the [[Dead Ringer]]
 
|-
 
|-
 
| P || Primary weapon
 
| P || Primary weapon
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|-
 
|-
 
| M || Melee weapon
 
| M || Melee weapon
|-
 
| G || Item set (G stands for Group, synonym of set)
 
 
|-
 
|-
 
| B || Boost amount ([[Scout]])
 
| B || Boost amount ([[Scout]])
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! class = "header" | S
 
! class = "header" | S
 
! class = "header" | M
 
! class = "header" | M
! class = "header" | G
 
 
! class = "header" | B
 
! class = "header" | B
 
! class = "header" | U
 
! class = "header" | U
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*swim
 
*swim
 
| rowspan="9" | ''Defined for''<br>''effect active''
 
| rowspan="9" | ''Defined for''<br>''effect active''
             |baby face's blaster||crit-a-cola ||||||''Positive real''<br>0-99 inclusive||||||||
+
             |baby face's blaster|||||||''Positive real''<br>0-100 inclusive||||||||
 
|-
 
|-
| soldier  ||cow mangler 5000||||escape plan||||||||''Positive integer''<br>0-200 inclusive||||
+
| soldier  ||cow mangler 5000||||escape plan|||||||''Positive integer''<br>0-200 inclusive||||
 
|-
 
|-
| pyro    ||||||||gas jockey's gear||||||||||
+
| pyro    |||||||powerjack||||||||||
 
|-
 
|-
| demoman  ||||''shield'' <small>&dagger;</small>||''haunted'' <small>&Dagger;</small><br>scotsman's skullcutter||||||||''Positive integer''<br>0-4; inclusive||||
+
| demoman  ||''boots'' <small>*</small>||''shield'' <small>&dagger;</small>||''haunted'' <small>&Dagger;</small><br>scotsman's skullcutter|||||||''Positive integer''<br>0-4 inclusive||||
 
|-
 
|-
| heavy    ||brass beast||buffalo steak sandvich||gloves of running urgently||||||||||deploy||
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| heavy    ||brass beast||buffalo steak sandvich||gloves of running urgently<br>eviction notice|||||||||deploy||
 
|-
 
|-
| engineer ||||||||||||||||haul||
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| engineer |||||||||||||||haul||
 
|-
 
|-
| medic    ||overdose||quick-fix||||||||''Positive real''<br>0-100 inclusive||||''Positive integer''<br>0-520; inclusive||
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| medic    ||overdose||quick-fix|||||||''Positive real''<br>0-100 inclusive||||''Positive integer''<br>0-520 inclusive||
 
|-
 
|-
| sniper  ||huntsman||cozy camper||||||||||||aim||
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| sniper  ||huntsman|||||||||||||aim||
 
|-
 
|-
| spy      ||||||||||||||||||''Class name''
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| spy      |||||||||||||||||''Class name''
 
|}
 
|}
<small>&dagger; use to indicate the [[Chargin' Targe]] or the [[Splendid Screen]]<br>
+
<small>*; use to indicate [[Ali Baba's Wee Booties]] or the [[Bootlegger]]<br>
 +
&dagger; use to indicate the [[Chargin' Targe]], [[Splendid Screen]], or the [[Tide Turner]]<br>
 
&Dagger; use to indicate the [[Eyelander]], the [[Horseless Headless Horsemann's Headtaker]], or [[Nessie's Nine Iron]]</small>
 
&Dagger; use to indicate the [[Eyelander]], the [[Horseless Headless Horsemann's Headtaker]], or [[Nessie's Nine Iron]]</small>
  

Latest revision as of 22:52, 20 October 2017

This template drops in a class's speed, modified by settings that determine what the class has equipped (where appropriate). The C argument is the only one required (unless dancing). The A argument indicates the action the player is taking, and other arguments and values depend on the class. The W argument, if defined, means the value returned is modified by being under the Disciplinary Action effect.

Template defaults to 0 if the C argument is unknown, to avoid causing downstream parsing failures if used in an equation.

Arguments

Argument Meaning
C Class name
A Action
W If under one of the following effects
P Primary weapon
S Secondary weapon
M Melee weapon
B Boost amount (Scout)
U ÜberCharge amount (Medic)
H Health (Soldier)
Heads taken (Demoman)
T Triggered ability (Heavy, Engineer, and Sniper)
Healing target's speed (Medic)
D Disguise (Spy)

Valid argument settings

C A W P S M B U H T D
scout

One of

  • omitted
  • back
  • crouch
  • swim
Defined for
effect active
baby face's blaster Positive real
0-100 inclusive
soldier cow mangler 5000 escape plan Positive integer
0-200 inclusive
pyro powerjack
demoman boots * shield haunted
scotsman's skullcutter
Positive integer
0-4 inclusive
heavy brass beast buffalo steak sandvich gloves of running urgently
eviction notice
deploy
engineer haul
medic overdose quick-fix Positive real
0-100 inclusive
Positive integer
0-520 inclusive
sniper huntsman aim
spy Class name

*; use to indicate Ali Baba's Wee Booties or the Bootlegger
† use to indicate the Chargin' Targe, Splendid Screen, or the Tide Turner
‡ use to indicate the Eyelander, the Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron


Sub-templates The speed values for each class are stored in sub-templates, due to overall complexity.