Difference between revisions of "Template:Metrics/Speed"

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(Heavy added)
(Demoman added with charge special case)
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{{Min
+
{{#ifexpr:{{#ifeq:{{lc:{{{C}}}}}|demoman|1|0}}=1 and {{#ifeq:{{lc:{{{S}}}}}|shield|1|0}}=1
 +
|{{#expr:{{Metrics/Base speed|demoman_charge}}*
 +
{{#ifeq:{{lc:{{{M}}}}}|scotsman's skullcutter|.85|1}}*
 +
{{#ifeq:{{lc:{{{A}}}}}|swim|{{Metrics/Speed factor|swim}}|1}}}}
 +
|{{Min
 
|
 
|
 
{{#switch: {{lc:{{{C}}}}}
 
{{#switch: {{lc:{{{C}}}}}
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  | soldier  = {{Metrics/Speed/Soldier  | W={{{W|}}} | A={{lc:{{{A}}}}} | P={{lc:{{{P}}}}} | M={{lc:{{{M}}}}} | H={{{H|{{Metrics/Health|soldier}}}}} }}
 
  | soldier  = {{Metrics/Speed/Soldier  | W={{{W|}}} | A={{lc:{{{A}}}}} | P={{lc:{{{P}}}}} | M={{lc:{{{M}}}}} | H={{{H|{{Metrics/Health|soldier}}}}} }}
 
  | pyro    = {{Metrics/Speed/Pyro    | W={{{W|}}} | A={{lc:{{{A}}}}} | G={{lc:{{{G}}}}} }}
 
  | pyro    = {{Metrics/Speed/Pyro    | W={{{W|}}} | A={{lc:{{{A}}}}} | G={{lc:{{{G}}}}} }}
 +
| demoman  = {{Metrics/Speed/Demoman  | W={{{W|}}} | A={{lc:{{{A}}}}} | M={{lc:{{{G}}}}} | H={{{H|0}}} }}
 
  | heavy    = {{Metrics/Speed/Heavy    | W={{{W|}}} | A={{lc:{{{A}}}}} | P={{lc:{{{P}}}}} | S={{lc:{{{S}}}}} | M={{lc:{{{M}}}}} | T={{lc:{{{T}}}}} }}
 
  | heavy    = {{Metrics/Speed/Heavy    | W={{{W|}}} | A={{lc:{{{A}}}}} | P={{lc:{{{P}}}}} | S={{lc:{{{S}}}}} | M={{lc:{{{M}}}}} | T={{lc:{{{T}}}}} }}
 
  | engineer = {{Metrics/Speed/Engineer | W={{{W|}}} | A={{lc:{{{A}}}}} | T={{lc:{{{T}}}}} }}
 
  | engineer = {{Metrics/Speed/Engineer | W={{{W|}}} | A={{lc:{{{A}}}}} | T={{lc:{{{T}}}}} }}
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|
 
|
 
{{Metrics/Speed cap|{{lc:{{{A}}}}}}}
 
{{Metrics/Speed cap|{{lc:{{{A}}}}}}}
}}<noinclude>
+
}}}}<noinclude>
 
{{Template doc}}
 
{{Template doc}}
 
[[Category:Game mechanics|{{SUBPAGENAME}}]]
 
[[Category:Game mechanics|{{SUBPAGENAME}}]]

Revision as of 23:02, 17 August 2012

0

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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 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.