Template:Dmgs: Difference between revisions

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* Kelotane: Heals {{dmgs|w|1.5}} when your taken burn damage is below {{dmgs|w|50}}. At more than 50 damage, It heals {{dmgs|w|0.5}}.
* Kelotane: Heals {{dmgs|w|1.5}} when your taken burn damage is below {{dmgs|w|50}}. At more than 50 damage, It heals {{dmgs|w|0.5}}.
* Epinephrine: If you are in the critical condition, heals {{dmgs|0.5|0.5|0.5|0.5}}. If not, It doesn't heal anything. Prevents oxygen damage from going over {{dmgs|r|35}}.
* Epinephrine: If you are in the critical condition, heals {{dmgs|0.5|0.5|0.5|0.5}}. If not, It doesn't heal anything. Prevents oxygen damage from going over {{dmgs|r|35}}.
* Defibrillator: It can't revive people more than {{dmgs|qw|180|180}} damages.
isn't better to recognise than before?
isn't better to recognise than before?

Revision as of 11:14, 25 July 2021


This shows a colourful text.

  • first augment is type of damage.
    • q: brute (red)
    • w: burn (orange)
    • e: toxin (green)
    • r: oxy (blue)
    • qw, qe, qr, qwe, etc... arrangement is given from q to r. (qwer = works, rewq = no)
  • if first augment is given as number, it will follow qwer.
{{dmgs|5|15|25|30}}
{{dmgs|qwer|1|2|4|6}}
{{dmgs|qw|15|25}}
{{dmgs|r|55}}
{{dmgs|q|over 50 brute damage}}

will be

  • 5/15/25/30
  • 1/2/4/6
  • 15/25
  • 55
  • over 50 brute damage (It deosn't have to be numbers always.)

Where can I use this?

  • Bicaridine: Heals 1.5 when your taken brute damage is below 50. At more than 50 damage, It heals 0.5.
  • Kelotane: Heals 1.5 when your taken burn damage is below 50. At more than 50 damage, It heals 0.5.
  • Epinephrine: If you are in the critical condition, heals 0.5/0.5/0.5/0.5. If not, It doesn't heal anything. Prevents oxygen damage from going over 35.
  • Defibrillator: It can't revive people more than 180/180 damages.

isn't better to recognise than before?