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</noinclude>{{#switch: {{{1|{{lc:{{PAGENAME}}}}}}}
 
</noinclude>{{#switch: {{{1|{{lc:{{PAGENAME}}}}}}}
| a nurse's calling = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=meters|20|24|28}}
+
| a nurse's calling = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=metros|20|24|28}}
| ace in the hole = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|Uncommon|Rare|Very Rare}}
+
| ace in the hole = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|Poco común|Raro|Muy Raro}}
| adrenaline = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|injury|injury|injury or dying state|3|5|5|u2=seconds|60|50|40|u3=seconds}}
+
| adrenaline = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|herido|herido|herido o en estado agonizante|3|5|5|u2=segundos|60|50|40|u3=segundos}}
| agitation = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=meters|6|12|18|6|8|12}}
+
| agitation = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=metros|6|12|18|6|8|12}}
| alert = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=meter|u2=seconds|12|24|36|60|45|30}}
+
| alert = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=metro|u2=segundos|12|24|36|60|45|30}}
 
| balanced landing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|75|75}}
 
| balanced landing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|75|75}}
| barbecue & chili = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=meters|u2=%|52|46|40|15|20|25}}
+
| barbecue & chili = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=metros|u2=%|52|46|40|15|20|25}}
| beast of prey = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=seconds|15|20|25}}
+
| beast of prey = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=segundos|15|20|25}}
| bitter murmur = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=seconds|5|7|9}}
+
| bitter murmur = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=segundos|5|7|9}}
| bloodhound = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u2=seconds|slightly|moderately|considerably|2|3|4}}
+
| bloodhound = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u2=segundos|ligeramente|moderadamente|considerablemente|2|3|4}}
| bond = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|12|24|36}}
+
| bond = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|12|24|36}}
| borrowed time = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=seconds|15|20|25}}
+
| borrowed time = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=segundos|15|20|25}}
 
| botany knowledge = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|10|15|20|10|15|20}}
 
| botany knowledge = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|10|15|20|10|15|20}}
 
| brutal strength = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|10|15|20}}
 
| brutal strength = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|10|15|20}}
 
| calm spirit = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|80|90|100}}
 
| calm spirit = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|80|90|100}}
| dark sense = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=seconds|3|5|7}}
+
| dark sense = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=segundos|3|5|7}}
| dead hard = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=seconds|60|50|40}}
+
| dead hard = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=segundos|60|50|40}}
| decisive strike = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=seconds|u2=%|3|3.5|4|45|40|35}}
+
| decisive strike = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=segundos|u2=%|3|3.5|4|45|40|35}}
| deerstalker = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|12|24|36}}
+
| deerstalker = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|12|24|36}}
| déjà vu = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=objectives|u2=seconds|1|1|2|4|8|8}}
+
| déjà vu = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=objetivos|u2=segundos|1|1|2|4|8|8}}
 
| distressing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|22|24|26|50|75|100}}
 
| distressing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|22|24|26|50|75|100}}
 
| dying light = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|38|44|50|19|22|25}}
 
| dying light = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|38|44|50|19|22|25}}
| empathy = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|32|64|unlimited}}
+
| empathy = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|32|64|ilimitado}}
 
| enduring = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|60|75}}
 
| enduring = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|60|75}}
 
| franklin's demise = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|0|5|10}}
 
| franklin's demise = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|0|5|10}}
| hex: devour hope = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|―|―|Gain a 5% speed burst for 10 seconds after hooking a Survivor. Speed burst triggers 10 seconds after hooking a Survivor.|―|Attacks put Survivors into the dying state automatically.|Attacks put Survivors into the dying state automatically.|Grants the ability to kill Survivors by your own hand.|Grants the ability to kill Survivors by your own hand.|Grants the ability to kill Survivors by your own hand.}}
+
| hex: devour hope = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|―|―|Obtienes un 5% de impulso de velocidad durante 10 segundos después de colgar a un superviviente. El impulso de velocidad se activa 10 segundos después de colgar a un superviviente.|―|Los ataques dejan a los supervivientes en estado agonizante automáticamente.|Los ataques dejan a los supervivientes en estado agonizante automáticamente.|Otorga la habilidad de matar supervivientes con tus propias manos.|Otorga la habilidad de matar supervivientes con tus propias manos.|Otorga la habilidad de matar supervivientes con tus propias manos.}}
 
| hex: huntress lullaby = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|2|4|6}}
 
| hex: huntress lullaby = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|2|4|6}}
| hex: no one escapes death = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|4|8|8|3|4|4|―|―|Successful attacks trigger dying state automatically,}}
+
| hex: no one escapes death = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|4|8|8|3|4|4|―|―|Los ataques con éxito automáticamente hacen que los supervivientes queden en estado agonizante}}
| hex: ruin = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=survivors|2|3|4}}
+
| hex: ruin = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=supervivientes|2|3|4}}
| hex: the third seal = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=survivors|2|3|4}}
+
| hex: the third seal = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=supervivientes|2|3|4}}
 
| hex: thrill of the hunt = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|6|8|10|4|5|6}}
 
| hex: thrill of the hunt = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|6|8|10|4|5|6}}
 
| hope = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|5|6|7}}
 
| hope = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|5|6|7}}
| insidious = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=seconds|4|3|2}}
+
| insidious = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=segundos|4|3|2}}
 
| iron grasp = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|25|50|75|4|8|12}}
 
| iron grasp = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|25|50|75|4|8|12}}
| iron will = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|100|100|while staying still|while staying still|at any time}}
+
| iron will = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|100|100|mientras estás quieto|mientras estás quieto|en cualquier momento}}
| knock out = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meter|32|24|16}}
+
| knock out = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metro|32|24|16}}
| kindred = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=Auras|1 random Survivor's|All Survivors'|All Survivors' and the Killer's (in an 8m radius around the Hook)}}
+
| kindred = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=Auras|1 superviviente aleatorio|todos los supervivientes|todos los supervivientes y el asesino (un radio de 8m alrededor del gancho)}}
| last standing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|Unknown|Unknown|25}}
+
| last standing = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|desconocido|desconocido|25}}
 
| leader = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|3|6|9}}
 
| leader = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|3|6|9}}
 
| left behind = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|19|22|25}}
 
| left behind = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|19|22|25}}
 
| lightborn = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|20|40|60}}
 
| lightborn = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|20|40|60}}
| lightweight = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=seconds|1|2|3}}
+
| lightweight = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=segundos|1|2|3}}
| lithe = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=seconds|60|50|40}}
+
| lithe = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=segundos|60|50|40}}
| monitor & abuse = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=meters|u2=meters|6|7|8|6|7|8|slightly|moderately|considerably}}
+
| monitor & abuse = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=metros|u2=meters|6|7|8|6|7|8|ligeramente|moderadamente|considerablemente}}
 
| monstrous shrine = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|3|6|9|5|10|15|3|6|9}}
 
| monstrous shrine = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|3|6|9|5|10|15|3|6|9}}
 
| no mither = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|0|25|50}}
 
| no mither = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|0|25|50}}
 
| no one left behind = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|50|75|100|4|8|12}}
 
| no one left behind = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|50|75|100|4|8|12}}
 
| open handed = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|4|6|8}}
 
| open handed = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|4|6|8}}
| overcharge = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u2=%|moderately|considerably|tremendously|3|4|5}}
+
| overcharge = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u2=%|moderadamente|consideradamente|enormemente|3|4|5}}
 
| overwhelming presence = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|80|90|100|}}
 
| overwhelming presence = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|80|90|100|}}
| object of obsession = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=meters|u2=meters|56|64|72|44|56|64}}
+
| object of obsession = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=metros|u2=metros|56|64|72|44|56|64}}
 
| play with your food = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|3|4|5}}
 
| play with your food = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|3|4|5}}
| plunderer's instinct = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|16|24|32|slightly|moderately|considerably}}
+
| plunderer's instinct = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|16|24|32|ligeramente|moderadamente|considerablemente}}
| predator = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=seconds|1|2|3}}
+
| predator = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=segundos|1|2|3}}
| premonition = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=meters|u2=seconds|12|24|36|60|45|30}}
+
| premonition = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=metros|u2=segundos|12|24|36|60|45|30}}
 
| prove thyself = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|1|2|3|2|4|6|3|6|9}}
 
| prove thyself = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|1|2|3|2|4|6|3|6|9}}
| quick & quiet = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=seconds|100|100|100|30|25|20}}
+
| quick & quiet = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=segundos|100|100|100|30|25|20}}
 
| resilience = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|3|6|9}}
 
| resilience = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|3|6|9}}
 
| save the best for last = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|30|35|40}}
 
| save the best for last = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|30|35|40}}
 
| saboteur = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|u3=%|30|40|50|20|10|0|50|75|100}}
 
| saboteur = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=%|u3=%|30|40|50|20|10|0|50|75|100}}
| shadowborn = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u3=%|25|30|35|not|slightly|considerably|20|25|30}}
+
| shadowborn = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u3=%|25|30|35|normal|ligeramente|considerablemente|20|25|30}}
 
| self-care = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|10|15|20}}
 
| self-care = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|10|15|20}}
 
| slippery meat = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u2=%|1|2|3|15|20|25}}
 
| slippery meat = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u2=%|1|2|3|15|20|25}}
| sloppy butcher = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|slightly|moderately|considerably}}
+
| sloppy butcher = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|ligeramente|moderadamente|considerablemente}}
| small game = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|u2=seconds|8|10|12|15|12|10}}
+
| small game = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|u2=segundos|8|10|12|15|12|10}}
 
| sole survivor = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|40|45|50|40|60|75|40|75|100}}
 
| sole survivor = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|40|45|50|40|60|75|40|75|100}}
| spies from the shadows = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=meters|50|50|75|16|24|36}}
+
| spies from the shadows = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|u2=metros|50|50|75|16|24|36}}
| spine chill = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=meters|u2=%|12|24|36|2|4|6}}
+
| spine chill = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=metros|u2=%|12|24|36|2|4|6}}
| sprint burst = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=seconds|60|50|40}}
+
| sprint burst = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=segundos|60|50|40}}
 
| streetwise = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|10|12|15}}
 
| streetwise = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|10|12|15}}
 
| stridor = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|25|50|50|0|0|25}}
 
| stridor = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|25|50|50|0|0|25}}
| technician = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=meters|u2=%|0|4|8|30|40|50}}
+
| technician = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=metros|u2=%|0|4|8|30|40|50}}
| territorial imperative = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=seconds|60|45|30}}
+
| territorial imperative = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=segundos|60|45|30}}
 
| thanatophobia = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|u4=%|4|5|6|7|8|9|10|11|12|13|14|15}}
 
| thanatophobia = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|u3=%|u4=%|4|5|6|7|8|9|10|11|12|13|14|15}}
 
| this is not happening = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|10|20|30}}
 
| this is not happening = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|10|20|30}}
 
| tinkerer = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|6|8|10}}
 
| tinkerer = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|6|8|10}}
| underperform = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=|Unknown|Unknown|Unknown}}
+
| underperform = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=|Desconocido|Desconocido|Desconocido}}
 
| unnerving presence = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|6|8|10|40|50|60}}
 
| unnerving presence = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|u2=%|6|8|10|40|50|60}}
 
| unrelenting = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|20|25|30}}
 
| unrelenting = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=%|20|25|30}}
Línea 86: Línea 86:
 
| unbreakable = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|15|20|25}}
 
| unbreakable = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|15|20|25}}
 
| up the ante = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|1|2|3}}
 
| up the ante = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=%|1|2|3}}
| we'll make it = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=seconds|25|50|100|30|60|90}}
+
| we'll make it = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=2|u1=%|u2=segundos|25|50|100|30|60|90}}
 
| we're gonna live forever = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|75|100}}
 
| we're gonna live forever = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=1|u1=%|50|75|100}}
| whispers = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=meters|48|40|32}}
+
| whispers = {{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=metros|48|40|32}}
 
}}<noinclude>
 
}}<noinclude>
  +
Esta página contiene todos los valores de todas las habilidades. Si cambian debido a cambios en el balance, esta página es la única que debe ser ajustada, lo que no incluye, por supuesto, las notas de cambios publicadas en la página individual de Habilidades. Los valores de las páginas que usan esta plantilla se ajustarán automáticamente con los cambios que se guardan aquí.
This page hold every value of all Perks. If they change due to balance changes, this page is the only one that will need to be adjusted, which doesn't include of course change notes posted on the Perk's individual page. The values on pages using this Template will automatically adjust with the changes being saved here.
 
 
<br />
 
<br />
  +
Algunos ejemplos:
Some examples of calling:
 
 
<pre>
 
<pre>
 
{{pl|level = 1 - 3|agitation}}
 
{{pl|level = 1 - 3|agitation}}

Revisión del 02:25 5 oct 2017

If you have any question about templates (how do they work) leave a comment on my user page

--Jouki (talk) 03:10, 11 December 2016 (UTC)
Or you can just try leave a comment in discussion of the page but I'm not sure when I answer you

Esta página contiene todos los valores de todas las habilidades. Si cambian debido a cambios en el balance, esta página es la única que debe ser ajustada, lo que no incluye, por supuesto, las notas de cambios publicadas en la página individual de Habilidades. Los valores de las páginas que usan esta plantilla se ajustarán automáticamente con los cambios que se guardan aquí.
Algunos ejemplos:

{{pl|level = 1 - 3|agitation}}
{{pl|level = 1 - 3|{{lc:{{PAGENAME}}}}}
{{pl|level = 1 - 3}}
{{pl|v = 1 - 5|{{lc:{{PAGENAME}}}}}}
{{pl|v = 1 - 5|agitation}}
{{pl|v = 1 - 5}}

'v' stands for value. It means which string of values you want to display. Basically if you have first trio of some percentage values it will display the first 3 values from switch table of perk_lookups (above).

Description of switch/lookup table

{{perk_lookup|level={{{level}}}|v={{{v}}}|bl=3|u1=meters|48|40|32}}
 '{{perk_lookup}}' - is a template which provides right interpretation of values.

'level' - If you input the parameter level (in range 1 - 3) the template will return every value of this level of perk. Which basically means if there are 3 different modificators of perk (movement speed, repair speed and some radius in meters) these values will be returned for PERK LEVEL 1 or 2 or 3

'v' - (value) is the similar parameter as 'level' but for individual value and all perk levels which means if the first modificator is for example movement speed [%] the returned string will be xx/yy/zz % (example: 130/160/190 %)

Level and v parameters are very similar to [x,y] ([v,level]) coords in matrix:

level = ⇩
v = ⇨ 130 160 190 [%]
        5  10  15 [%]
       16  32  64 [meters]

'bl' - base-level which means the rarity of the first level of perk.
IF bl = 1, perk level 2 will be uncommon and level 3 rare
IF bl = 3, perk level 2 will be very rare and level 3 ultra rare

'u1' - 'u5' - unit1 - unit5 you can set individual unit for any values (not for every single one, only for the trinity value)



dev bugs

1. The only problem is, right now the whole system shows undefined parameters:

FIXED