Manual of Style

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Revision as of 14:39, 20 December 2020 by Turtrus (talk | contribs) (→‎Mech Page Template: words)
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Full List of Mechs Template

Section Options
Engine Type STD / LFE / XL / XXL / cXL / PFE / ICE
Heat Sinks SHS / DHS / cDHS / pDHS
Structure Standard / Endo / Clan Endo / Rugged / Composite
Armor Standard / Ferro/ Light Ferro / Heavy Ferro / Hardened / Clan Standard / Clan Ferro
Melee Weapon Hatchet / Sword / Mace / Claws / Chainsaw / Dual Saw


Mech Page Template

Template Options
variantname = Model e.g. ARC-1A
image = Mechname.png e.g. Atlas.png
mechtype = BattleMech / OmniMech / Clan BattleMech / Clan OmniMech
class = Light / Medium / Heavy / Assault
weight = Mech tonnage e.g. 100T
stock role = Copy from mech entry on Full List of Mechs or from Skirmish mech bay in game
ballistic = Copy from Skirmish mech bay
energy = Copy from Skirmish mech bay
missile = Copy from Skirmish mech bay
support = Copy from Skirmish mech bay
omni = Copy from Skirmish mech bay. Do not add a value if the mech is a battlemech
speed = Copy from Skirmish mech bay. Be aware of modifiers like the Zippy quirk and MASC/TSM which the mech bay may not calculate
maxdamage = Copy from Skirmish mech bay Medium Range info. Be aware of weapons like HAGs that the mech bay doesn't calculate damage or stability for properly
maxstability = As above
maxheat = As above. Be aware of any build that solely relies on heat ammo, which won't be accounted for. If it has normal ammo and inferno ammo though don't count it
armor = Copy from Skirmish mech bay. Be aware of modifiers such as shields or primitive/retro/hardened armour which the mech bay doesn't calculate
structure = Copy from Skirmish mech bay. Be aware of modifiers such as rugged quirk/rugged structure/composite structure which the mech bay doesn't calculate
heatsinking = Copy from Skirmish mech bay. Be aware of things like heat banks and the royal quirk which the mech bay doesn't calculate properly
alphaheat = Copy from Skirmish mech bay
kickdamage = Equal to mech tonnage. Be aware of actuators or foot items which may increase kick damage, you will have to calculate the proper total.
punchdamage = Equal to half of mech tonnage. Be aware of actuators or battle fists which may increase punch damage, you will have to calculate the proper total
dfadamage = Ignore
meleeweapondamage = Value differs based on the weapon type. Hatchet = mech tonnage. Sword = tonnage x 0.75. Mace = tonnage x 1.25. Only include if mech has a melee weapon.
enginetype = Standard / XL / XXL / Light / Primitive / ICE / Clan XL / Clan XXL
coresize = Number value: 60-400
heatsinkkit = Single Heat Sinks / Double Heat Sinks / Prototype Double Heat Sinks / Clan Double Heat Sinks / Laser Heat Sinks
ecooling = None / +1 / +2 / +3 / +4 / +5 / +6
gyro = Standard / Omni (Fixed) / XL Gyro / (Quirk Name) (Fixed) e.g. "Nimble Jumper" (Fixed)
structuretype = Standard / Endo-Steel / Composite / Rugged / Clan Endo-Steel / LAM - Note: All structure is fixed and should include a (Fixed) after the type.
armortype = Standard / Ferro-Fibrous / Light Ferro-Fibrous / Heavy Ferro-Fibrous / Clan Ferro-Fibrous / Primitive / LAM Aluminium
Equipment lines If there is nothing in the section, add None to the first equip line. Add any equipment in order, from top to bottom as they are written in game. Do not include basic CT items listed elsewhere such as core, engine type etc. Do not list XL/Light engine components in ST. Append (Fixed) tag where appropriate.