User:Aichon/Sandbox/Demo16: Difference between revisions
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These examples are provided for the [[User:UDID|UDID project]] that's currently being discussed. Each of these examples is shown with: | |||
*[[User:Aichon/Sandbox/Demo15]] - Orison Flynt's data (my survivor) | |||
*[[User:Aichon/Sandbox/Demo17]] - Jamie Flynt's data (my zombie, though she's not actually reviving at the moment) | |||
*No data - What happens if you call these example templates with no data (I have most of them defaulting to Bub's data) | |||
It's suggested that you view the code for both this page and the data pages in order to see how the data and these templates are being used, but please do not edit this page unless you have permission to do so. | |||
If you've never see code like this before, the gist of how it works is that the data pages contain JUST the data, whereas each of the template pages gets to choose which pieces of the data it wants to use. The data page itself defaults to using one of the templates, but you can supply it with any other template of your choice, which is what I do below. | |||
==Flagbox== | |||
Just a quick example of a flagbox that might be made from the UDID data. The template being used to display this data is at [[User:Aichon/Sandbox/Templates10]] | |||
{{User:Aichon/Sandbox/Demo15|template=User:Aichon/Sandbox/Templates10}}<br /> | |||
{{User:Aichon/Sandbox/Demo17|template=User:Aichon/Sandbox/Templates10}}<br /> | |||
{{User:Aichon/Sandbox/Templates10}} | |||
==Zombie Spy Warning== | |||
A silly example that can take a provided UDID page and give trenchies a warning about "zombie spies". The template being used to display this data is at [[User:Aichon/Sandbox/Templates3]] | |||
{{User:Aichon/Sandbox/Demo15|template=User:Aichon/Sandbox/Templates3}}<br /> | |||
{{User:Aichon/Sandbox/Demo17|template=User:Aichon/Sandbox/Templates3}}<br /> | |||
{{User:Aichon/Sandbox/Templates3}} | |||
==Member Tracking== | |||
A practical example of a mini-template a survivor group might toss together to monitor the progress of their newbies as they're gaining skills. The border around the outside is color-coded based on whether they're alive, dead, or reviving according to the data. The template being used to display this data is at [[User:Aichon/Sandbox/Templates20]] | |||
{{User:Aichon/Sandbox/Demo15|template=User:Aichon/Sandbox/Templates20}} | |||
{{User:Aichon/Sandbox/Demo17|template=User:Aichon/Sandbox/Templates20}} | |||
{{User:Aichon/Sandbox/Templates20}} | |||
<br clear=all /> | |||
==UDID Profile== | |||
An example of a barebones template that displays all of the data (i.e. an example of how the pages might appear by default). This template does NOT default to showing Bub's data. The template being used to display this data is at [[User:Aichon/Sandbox/Templates19]] | |||
{{User:Aichon/Sandbox/Demo15|template=User:Aichon/Sandbox/Templates19}} | |||
---- | |||
{{User:Aichon/Sandbox/Demo17|template=User:Aichon/Sandbox/Templates19}} | |||
---- | |||
{{User:Aichon/Sandbox/Templates19}} |
Latest revision as of 17:21, 13 November 2018
These examples are provided for the UDID project that's currently being discussed. Each of these examples is shown with:
- User:Aichon/Sandbox/Demo15 - Orison Flynt's data (my survivor)
- User:Aichon/Sandbox/Demo17 - Jamie Flynt's data (my zombie, though she's not actually reviving at the moment)
- No data - What happens if you call these example templates with no data (I have most of them defaulting to Bub's data)
It's suggested that you view the code for both this page and the data pages in order to see how the data and these templates are being used, but please do not edit this page unless you have permission to do so.
If you've never see code like this before, the gist of how it works is that the data pages contain JUST the data, whereas each of the template pages gets to choose which pieces of the data it wants to use. The data page itself defaults to using one of the templates, but you can supply it with any other template of your choice, which is what I do below.
Flagbox
Just a quick example of a flagbox that might be made from the UDID data. The template being used to display this data is at User:Aichon/Sandbox/Templates10
Orison Flynt | |
Orison Flynt is a level 43 scientist with Soldiers of Crossman. |
Jamie Flynt | |
Jamie Flynt is a level 43 zombie with Militant Order of Barhah. |
Bub | |
Bub is a level 22 zombie with no group. |
Zombie Spy Warning
A silly example that can take a provided UDID page and give trenchies a warning about "zombie spies". The template being used to display this data is at User:Aichon/Sandbox/Templates3
Orison Flynt is not a zombie and does not have Brain Rot, so Orison Flynt can be trusted and is definitely not a zombie spy.
Member Tracking
A practical example of a mini-template a survivor group might toss together to monitor the progress of their newbies as they're gaining skills. The border around the outside is color-coded based on whether they're alive, dead, or reviving according to the data. The template being used to display this data is at User:Aichon/Sandbox/Templates20
Level: 43 | XP: 18354 |
YES Free Running |
YES Body Building |
YES Diagnosis |
YES Surgery |
YES Construction |
YES Headshot |
YES Lurching Gait |
YES Ankle Grab |
NO Brain Rot |
Level: 43 | XP: 18778 |
YES Free Running |
YES Body Building |
YES Diagnosis |
YES Surgery |
YES Construction |
YES Headshot |
YES Lurching Gait |
YES Ankle Grab |
YES Brain Rot |
Level: 22 | XP: 14680 |
NO Free Running |
NO Body Building |
NO Diagnosis |
NO Surgery |
NO Construction |
NO Headshot |
YES Lurching Gait |
YES Ankle Grab |
YES Brain Rot |
UDID Profile
An example of a barebones template that displays all of the data (i.e. an example of how the pages might appear by default). This template does NOT default to showing Bub's data. The template being used to display this data is at User:Aichon/Sandbox/Templates19
- Profile
- http://urbandead.com/profile.cgi?id=1598119
- Name
- Orison Flynt
- Class
- Scientist
- Level
- 43
- XP
- 18354
- Died
- First died
- Real name
- Aichon
- Status
- alive
- Description
- Boasting pale skin and thick glasses after years in the lab, Orison stands taller than he used to. A circular patch with the words 'Soldiers of Crossman Officer' is on his sleeve. He seems eager to help.
- Wearing
- a broken and blood-smeared pair of safety goggles, a tattered and blood-soaked dark brown tie, a tattered and blood-soaked grey short-sleeved shirt, a tattered and blood-soaked white lab coat, a tattered and blood-soaked pair of black trousers and a battered and blood-soaked pair of black shoes
- Group
- Soldiers of Crossman
- Updated
- 16:05, 29 July 2016 (UTC)
- Skills
- Basic Firearm Training (Player gets +25% to hit with all firearms attacks.)
- Pistol Training (An extra +25% to hit with a pistol.)
- Advanced Pistol Training (An extra +10% to hit.)
- Shotgun Training (An extra +25% to hit with a shotgun.)
- Advanced Shotgun Training (An extra +10% to hit.)
- Pistol Training (An extra +25% to hit with a pistol.)
- Hand-to-Hand Combat (+15% to melee attacks.)
- Knife Combat (An extra +15% when attacking with a knife.)
- Axe Proficiency (An extra +15% when attacking with an axe.)
- Free Running (Can move between adjacent buildings without stepping outside.)
- Scout Safehouse (Scouting a safehouse costs 30AP and grants around 5AP of extra actions within that building each day, until the player dies or the building is ruined.)
- NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
- Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
- NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
- Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
- First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
- Surgery (Player can heal a further 5HP if working in a hospital with power.)
- Diagnosis (The HP values of nearby survivors are displayed next to their name.)
- Shopping (Player may choose which stores to loot, when searching a mall.)
- Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
- Body Building (Player has a maximum of 60 Hit Points instead of 50.)
- Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
- Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
- Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
- Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)
- Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
- Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
- Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
- Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)
- Digestion (The zombie gains HP equal to its bite damage, when biting a survivor or feeding on a fresh corpse.)
- Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)
- Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
- Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
- Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
- Rend Flesh (Hand attacks deal an extra 1 damage.)
- Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
- Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)
- Memories of Life (Zombie is able to open doors to buildings.)
- Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
- Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
- Bellow (When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away.)
- Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
- Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)
- Lurching Gait (Zombie can walk as fast as the living.)
- Ankle Grab (Zombie only spends 1AP standing up.)
- Profile
- http://urbandead.com/profile.cgi?id=1599934
- Name
- Jamie Flynt
- Class
- Zombie
- Level
- 43
- XP
- 18778
- Died
- 342 times
- First died
- during the early outbreaks
- Real name
- Aichon
- Status
- reviving
- Description
- PLEASE REVIVE. PLEASE REVIVE. Though she died at the age of 7, Jamie hasn't lost her look of childlike innocence yet. Tear tracks run down her face from her anxiety at losing her mother to the horde. PLEASE REVIVE. PLEASE REVIVE.
- Wearing
- a tattered and blood-soaked black beret, a set of dented and blood-smeared Fort Creedy dog-tags, a tattered and blood-soaked pale blue short-sleeved shirt, a tattered and blood-soaked khaki jacket, a tattered and blood-soaked white skirt and a crumpled and blood-soaked toe tag
- Group
- Militant Order of Barhah
- Updated
- 18:36, 29 July 2016 (UTC)
- Skills
- Basic Firearm Training (Player gets +25% to hit with all firearms attacks.)
- Pistol Training (An extra +25% to hit with a pistol.)
- Advanced Pistol Training (An extra +10% to hit.)
- Shotgun Training (An extra +25% to hit with a shotgun.)
- Advanced Shotgun Training (An extra +10% to hit.)
- Pistol Training (An extra +25% to hit with a pistol.)
- Hand-to-Hand Combat (+15% to melee attacks.)
- Knife Combat (An extra +15% when attacking with a knife.)
- Axe Proficiency (An extra +15% when attacking with an axe.)
- Free Running (Can move between adjacent buildings without stepping outside.)
- NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
- Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
- First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
- Surgery (Player can heal a further 5HP if working in a hospital with power.)
- Diagnosis (The HP values of nearby survivors are displayed next to their name.)
- Shopping (Player may choose which stores to loot, when searching a mall.)
- Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
- Body Building (Player has a maximum of 60 Hit Points instead of 50.)
- Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
- Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
- Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
- Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)
- Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
- Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
- Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
- Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)
- Digestion (The zombie gains HP equal to its bite damage, when biting a survivor or feeding on a fresh corpse.)
- Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)
- Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
- Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
- Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
- Rend Flesh (Hand attacks deal an extra 1 damage.)
- Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
- Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)
- Memories of Life (Zombie is able to open doors to buildings.)
- Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
- Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
- Bellow (When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away.)
- Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
- Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)
- Lurching Gait (Zombie can walk as fast as the living.)
- Ankle Grab (Zombie only spends 1AP standing up.)
- Brain Rot (Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access.)
- Flesh Rot (Zombie has a maximum of 60 Hit Points, and takes reduced damage from firearms.)
- Profile
- Name
- Class
- Level
- XP
- Died
- First died
- Real name
- Status
- Description
- Wearing
- Group
- Updated
- Skills