Template:Item show/temp

Purpose
This template may be used to :
 * Reproduce the ingame description of most equipment items (excluding containers).
 * Present summoned creatures under a summarizing panel form.
 * Show some optional statistics about the type and use of the item.

As is, the template will fill the blanks about a decent number of values, noticeably for perfect items, but have room and options for customizing most parts of the resulting description (see examples below for advanced uses).

Generic case

 * Rarity (optional) : the rarity level of the object, ranging through Normal, Common, Uncommon, Rare and Unique.
 * Default to White.
 * Can be filled with a color, its shortcut or the rarity it covers, among the following :
 * W (White/Normal),
 * B (Blue/Common),
 * P (Purple/Uncommon),
 * G (Gold/Rare/Elite),
 * U (Green/Unique).
 * Bonus in some specific occasions (pre-orders, etc.).
 * Red for PvP-reskinned items (a.k.a. PvP rewards).
 * Special for purposedly man-made items (platinum color will be used).


 * Type (required) : generally the weapon type of an item.
 * Can also be a creature type though this template only recognize minions so far.
 * Name (required) : the base/middle name of the item described (or the full name in case of unique and special items), which means as it would be without upgrades.

Upgrade components

 * Prefix : the exact name/label of the prefix attached to the item.
 * Suffix : the exact name/label of the suffix attached to the item.

Inscribable items

 * Inscription : the exact title of the inscription graved on the inscribable item.
 * Though an optional parameter, it defaults and shows Inscription: None when the ToggleInscription parameter is forced active.
 * Include the quotes for the inscription to be recognized and the effect to be shown.
 * Through the major game updates, the item system changed a bit and non-Inscribable items where the norm. You can use the "Inherent" parameters (see chapter below) to add equivalent item modifiers as the inscription model.
 * ToggleInscription (optional, zero by default, any other value to activate) : forces the inscription slot to be shown in the description.

Damage dealing
As long as a damage type is provided, the damage section will show in the description. Hence damage description is not shown for objects which are not inflicting some (by weapon type), in other case here are the parameters to adjust :


 * DamageType : the damage type.
 * In case of weapons, default with the damage associated to the weapon type (minions included).
 * Optional for martial weapons (as long as the type as been given).
 * Required for elemental weapon (per nature, not per prefix effect), noticeably items used by spellcasters (see below).
 * Can be set with the following :
 * Blunt, Slashing, Piercing are subparts of Physical.
 * Cold, Earth, Fire, Lighning are subparts of Elemental.
 * Chaos, Dark, Magic.
 * Holy (adds a reminder about double damage on undeads, though armor-ignoring is sometime skill-based).
 * Shadow, Untyped, Armor-ignoring.
 * Unknown.
 * Slashing must be provided in case of slashing daggers (instead of piercing ones as default).
 * For spellcaster weapons, you have to specify from the erroneous Magic default.
 * , and to Unknown in any other case.


 * DamageMin (optional) : the minimum normalized damage value.
 * DamageMax (optional) : the maximum normalized damage value.


 * Range (optional) : the upper limit of the effect/attack range from the object.
 * Melee / 'Adjacent''.
 * Nearby, 'Area or Earshot.
 * Spell, Projectile, Ranged or the type of bow.

Note : Normalized damage is the one shown in game descriptions : no skills or effects involved, wielded at 12 in the linked attribute against a 60 armor rating of same character level (a.k.a. AL armor).

Simple
Most of the equipement items requires a certain level in one liked attribute to take full written effects (roughly halved down if the requirements are not met).


 * Requires (optional, default to weapon requirement) : the necessary attribute to enjoy full capabilities.
 * RequiresLvl (optional, default to 9) : the level required to fully use the item.

Those two parameters are equivalent respectively to 0Req and 0LvL (see below for further explanations).

Automatic
Depending on the weapon type, the linked attribute is automatically provided in the description (default level is 9, default nature of the requirement is damage for weapons) : this is the equivalent of the 0-numbered line of requirement (read below for further explanations).

Multiple sources
Some rare items show up to 8 requirements (this template floors at 10 : one for each profession even if it may be rarely that tricky, except for the Chimeric Prism exception for instance).

A simple pattern is to be followed and repeated to add a Nth line of requirements (replace 0 in the following by 1 to 9 for subsequent lines) :
 * 0Req (optional, default to the item requirement up to not showing) : the Attribute required.
 * 0Lvl (optional, default to 9) : the level of the requirement.
 * 0Nat (optional in case of damage requirement) : the nature of the requirement effect.
 * Health, Energy or Armor.
 * Or one of the damage type (see the corresponding chapter) if it was surprinsingly changing depending on the linked attribute (no ingame example).
 * 0Val (non-functional in case of damage requirement) : the value provided by fulfilling the requirement.

As you can fathom, requirement setup is generally down to one line and one parameter (and more often to none at all) : the 0Req which contains the main linked attribute of the item.

Customized items

 * Customized (optional) : shows the item as customized.
 * Default to 0, anything else to activate.
 * Use the Auto value for bonus and other innately character-linked items.

Tweaked items
In case you are wanting to show a non-perfect, non-maximized item, you'll have to provide the diminished (totally optional in other cases) values of the impacted subparts :
 * PrefixValue (default depends on prefix) : variable value associated to the prefix.
 * SuffixValue (default depends on suffix) : idem about the suffix.
 * InscriptionValue (default based on inscription's title) : in case of a non perfect inscription, this is the value to set.
 * InherentNthValue (default depends of the item type or inherent parameters) : Nth value linked to the Nth inherent parameters specified (Nth : between 1 and 4).
 * DamageMin and DamageMax as stated in the weapons chapter.

Miscelleanous
Some parameters dealing with the craftability and further customization of an item by players.


 * Campaign (optional) : for later use, will show the associated campaign (useful for unique items).
 * Core, Prophecies, Factions, Nightfall' or Eye of the North''.
 * Tradable (optional) : for later use, default to true except for customized or dedicated items.
 * Dyable (optional) : for later use, default to true (some unique items and skins disallow the dye application).
 * Handling (depends on weapon type) : as the item is One-handed or needs to be wielded with two hands (either Two-hands or a pair in Both hands).

Other use : Creature

 * Level : current level of the creature.
 * Health : base Health of the creature.
 * HealthMod : modifier to the Health bar.
 * Energy : base Energy pool of the creature.
 * EnergyMod : modifier to the Energy pool.
 * Armor : base Armor rating of the creature.
 * ArmorMod : modifier to the Armor rating.

To be completed.

Other use : Stats

 * LinkedAtt (optional) : to register a different or unknown linked attribute to the object.
 * LinkedLvl (optional, default to 12) : to define the attribute level at which stats and values should be shown.

For later use, template should show stats like :
 * Attack interval
 * Double strike chance and effect
 * Estimated DPS
 * Critical hit chance and top damage
 * Range
 * Trajectory (arc size, time to hit)
 * Projectile impacted by height reminder
 * Armor penetration chance and effective bonus
 * Set linked attribute
 * Set foe's armor, level and other type of damage reduction

Non-perfect item
To be completed.

Unique item
To be completed.

Text colors
The color of the different components of the item description follow the same rules as in-game when suitable, yet they can be tweaked on specific basis. In order to do that, you have to add a "Color___" parameter in the call to this template : "___" being replace by the parameter name of the text you want to color, like "Inscription" or "7Req" (respectively ColorInscription and Color7Req).

Presets
Here is the exhaustive list of the preset colors usable as a "Color___" parameter.

If you need or fancy other colors, see the custom color systems in the next chapter.

Custom color
Custom colors can be directly used by specifying a color in one of the the following formats :
 * A CSS color name, like "yellow" or "blue".
 * A RGB value, like "rgb(255,0,0)".
 * A hexadecimal value, like "#ff0000" (same as above RGB line, but coded in hexadecimal : two characters per color).

Last ditch trick
In addition to specifying custom colors, you can color any portion of text independently by adding   around it.

Yet don't forget to replace both "#FFFFFF" by your color and "..." by your desired content.

Trivia
This template is derived from the gww:Template:Item info. The layout and style came originally from GWAuctions.org, and the inspiration from the official Guild Wars wiki (GWW) while the coding originates from an idling lonely weekend.