Difference between revisions of "Template:CMBSite/doc"
From EVE University Wiki
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Jean inkura (talk | contribs) (added Completion Popup Text) |
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:<code> | WalkthroughSectionText = </code> | :<code> | WalkthroughSectionText = </code> | ||
: Text entered after this variable will be shown at the top of the Walkthrough section. | : Text entered after this variable will be shown at the top of the Walkthrough section. | ||
+ | :<code> | CompletionPopupText = </code> | ||
+ | : The text that is displayed when you complete the site can be entered after this variable to be shown in a collapsible box at the bottom of the Walkthrough section. | ||
:<code> | Room1 = </code> | :<code> | Room1 = </code> | ||
: The name of room one of the site can be entered after this variable to display that name as a header within the Walkthrough section (if left blank the room will not display at all). | : The name of room one of the site can be entered after this variable to display that name as a header within the Walkthrough section (if left blank the room will not display at all). | ||
Line 67: | Line 69: | ||
: ... (Room2 through Room10 all used the same as Room1) ... | : ... (Room2 through Room10 all used the same as Room1) ... | ||
: | : | ||
− | :<code>| EscalationSectionY/N =</code> | + | :<code>| EscalationSectionY/N = Y (to display escalation).</code> |
− | :<code> | Escalation =</code> | + | :<code> | Escalation = The exact name of the escalation</code> |
− | :<code> | EscalationSectionText =</code> | + | :<code> | EscalationSectionText = The escalation popup text here.</code> |
− | :<code> | EscalationChance =</code> | + | :<code> | EscalationChance = The chance of receiving an escalation if known (%).</code> |
− | :<code>| RewardsSectionY/N =</code> | + | :<code>| RewardsSectionY/N = Y (to display reward amounts).</code> |
− | :<code> | RewardsSectionText =</code> | + | :<code> | RewardsSectionText = Text to display.</code> |
− | :<code> | TotalBountyValue =</code> | + | :<code> | TotalBountyValue = Enter values as appropriate (X mil.)</code> |
:<code> | TotalGeneralLootValue =</code> | :<code> | TotalGeneralLootValue =</code> | ||
:<code> | TotalSalvageValue =</code> | :<code> | TotalSalvageValue =</code> | ||
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| WarpToSitePopupText = Warp to site popup text here. | | WarpToSitePopupText = Warp to site popup text here. | ||
| WalkthroughSectionText = Walkthrough section text here. | | WalkthroughSectionText = Walkthrough section text here. | ||
+ | | CompletionPopupText = Completion popup text here. | ||
| Room1 = The first room | | Room1 = The first room | ||
− | | Room1WarpToPopupText = Warp to room | + | | Room1WarpToPopupText = Warp to 1st room popup text here. |
| Room1Text = Room1 text here. | | Room1Text = Room1 text here. | ||
| Room1Image = | | Room1Image = | ||
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| Room10Group1InLocal = | | Room10Group1InLocal = | ||
| Room10Group10Table = | | Room10Group10Table = | ||
− | | EscalationSectionY/N = | + | |
− | | Escalation = | + | | EscalationSectionY/N = Y |
− | | EscalationSectionText = | + | | Escalation = Name of Escalation Site |
− | | EscalationChance = | + | | EscalationSectionText = Popup Text received. |
− | | RewardsSectionY/N = | + | | EscalationChance = |
− | | RewardsSectionText = | + | | RewardsSectionY/N = Y |
− | | TotalBountyValue = | + | | RewardsSectionText = Text to be displayed. |
− | | TotalGeneralLootValue = | + | | TotalBountyValue = 2 mil. |
− | | TotalSalvageValue = | + | | TotalGeneralLootValue = 1 mil. |
+ | | TotalSalvageValue = 1 mil. | ||
| AverageRareLootValue = | | AverageRareLootValue = | ||
| ValuableLootTable = | | ValuableLootTable = | ||
Line 592: | Line 596: | ||
::gives... | ::gives... | ||
− | {{CMBSite | Serpentis | + | {{CMBSite | Serpentis Forlorn Hideaway |
− | | Variation = | + | | Variation = 4 |
| OverviewSectionY/N = Y | | OverviewSectionY/N = Y | ||
− | | OverviewSectionText = | + | | OverviewSectionText = The Serpentis Forlorn Hideaway is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in [[Serpentis]] infested regions. It is a level 4 variant of the [[Serpentis Hideaway]]. |
| OverviewRecShips = Recommended ships here. | | OverviewRecShips = Recommended ships here. | ||
− | | OverviewEstPayout = | + | | OverviewEstPayout = 5 mil. |
| Diff&ShipRecSectionY/N = Y | | Diff&ShipRecSectionY/N = Y | ||
| Diff&ShipRecSectionText = The difficulty and ship recommendation section text here. | | Diff&ShipRecSectionText = The difficulty and ship recommendation section text here. | ||
Line 612: | Line 616: | ||
| WarpToSitePopupText = Warp to site popup text here. | | WarpToSitePopupText = Warp to site popup text here. | ||
| WalkthroughSectionText = Walkthrough section text here. | | WalkthroughSectionText = Walkthrough section text here. | ||
− | | Room1 = | + | | CompletionPopupText = Completion popup text here. |
− | | Room1WarpToPopupText = Warp to room | + | | Room1 = 1st Pocket |
− | | Room1Text = | + | | Room1WarpToPopupText = Warp to 1st room popup text here. |
+ | | Room1Text = 1st Room text here. | ||
| Room1Image = | | Room1Image = | ||
| Room1ImageCaption = | | Room1ImageCaption = | ||
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{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked until commander is killed}} | {{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked until commander is killed}} | ||
{{StructureTableRow|Station|1|Serpentis Stronghold| destructible = yes| trigger = Triggers defender wave at 50% armor|shinycargo=faction modules}} | {{StructureTableRow|Station|1|Serpentis Stronghold| destructible = yes| trigger = Triggers defender wave at 50% armor|shinycargo=faction modules}} | ||
− | {{StructureTableRow|Station|1|Krul's Pleasure Hub| destructible = yes| trigger = Triggers defender wave at 50% structure|note = | + | {{StructureTableRow|Station|1|Krul's Pleasure Hub| destructible = yes| trigger = Triggers defender wave at 50% structure|note = AoE damage on destruction|cargo = drugs and commodities}} |
{{StructureTableRow|Stargate|1|Smuggler gate|trigger = Approaching gate triggers commander spawn}} | {{StructureTableRow|Stargate|1|Smuggler gate|trigger = Approaching gate triggers commander spawn}} | ||
{{StructureTableRow|Container|5|Military supply container|cargo = t1 ammo}} | {{StructureTableRow|Container|5|Military supply container|cargo = t1 ammo}} | ||
}} | }} | ||
| Room1Group1 = Initial Defenders | | Room1Group1 = Initial Defenders | ||
− | | Room1Group1Text = | + | | Room1Group1Text = 1st Room initial Group text here. |
− | | Room1Group1InLocal = | + | | Room1Group1InLocal = 1st Room initial Group text displayed in local chat here. |
| Room1Group1Table = | | Room1Group1Table = | ||
{{NPCTable | {{NPCTable | ||
− | |{{NPCTableWave|Timed Wave | + | |{{NPCTableWave|Timed 1st Wave}} |
− | |{{NPCTableRow|Frigate|2 - 3|Coreli Initiate/Scout | + | |{{NPCTableRow|Frigate|2- 3|Coreli Initiate/ Scout}} |
− | |{{NPCTableWave|Timed Wave | + | |{{NPCTableWave|Timed 2nd Wave}} |
− | |{{NPCTableRow|Elite Frigate|2| Coreli Guardian Agent/Defender/Guard/Protector|ewar=Damp | + | |{{NPCTableRow|Elite Frigate|2| Coreli Guardian Agent/ Defender/ Guard/ Protector|ewar=Damp}} |
− | |{{NPCTableRow|Cruiser|2|Corelum Chief Scout/Spy | + | |{{NPCTableRow|Cruiser|2|Corelum Chief Scout/ Spy}} |
}} | }} | ||
− | + | ||
− | + | | EscalationSectionY/N = Y | |
− | + | | Escalation = Serpentis Narcotic Warehouses | |
− | + | | EscalationSectionText = Escalation Popup text here. | |
− | + | | EscalationChance = 25% | |
− | + | | RewardsSectionY/N = Y | |
− | + | | RewardsSectionText = Reward section text here. | |
− | + | | TotalBountyValue = 2 mil. | |
− | + | | TotalGeneralLootValue = 2 mil. | |
− | + | | TotalSalvageValue = 1 mil. | |
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− | | EscalationSectionY/N = | ||
− | | Escalation = | ||
− | | EscalationSectionText = | ||
− | | EscalationChance = | ||
− | | RewardsSectionY/N = | ||
− | | RewardsSectionText = | ||
− | | TotalBountyValue = | ||
− | | TotalGeneralLootValue = | ||
− | | TotalSalvageValue = | ||
| AverageRareLootValue = | | AverageRareLootValue = | ||
| ValuableLootTable = | | ValuableLootTable = |
Revision as of 22:16, 18 May 2017
- Description
- This template is used for creating Combat sites headers. CMBSiteBox and TOC will be placed on right side of the page.
- Syntax
- Type
{{CMBSite|<complex_name>}}
somewhere. - Additional Variables that can be used when calling the template include:
|OverviewSectionY/N=
- "Y" to include the Overview section.
|OverviewSectionText=
- Text entered after this will be shown at the top of the Overview section
|OverviewRecommendedShips=
- List of recommended ships can be entered after this variable to be shown in the Site Overview table
|OverviewEstPayout=
- The estimated total ISK from the site can be entered after this variable to be shown in the Site Overview table
|Difficulty&ShipRecommendationSectionY/N=
- "Y" to include the Ship Recommendation Section
|Difficulty&ShipRecommendationSectionText=
- Text entered after this variable will be shown at the top of the Ship Recommendation section
|TotalExpectedEnemiesSectionY/N=
- "Y" to include the Total Expected Enemies Section
|TotalExpectedEnemiesSectionText=
- Text entered after this variable will be shown at the top of the Total Expected Enemies Section
|TotalExpectedFrigates=
- The total number of frigates in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedDestroyers=
- The total number of destroyers in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedCruisers=
- The total number of cruisers in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedBattlecruisers=
- The total number of battlecruisers in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedBattleships=
- The total number of battleships in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedCapitals=
- The total number of capitals in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
|TotalExpectedSentries=
- The total number of sentries in the combat site can be entered after this variable to be shown in the Total Expected Enemies table
| WalkthroughSectionY/N=
- "Y" to include the Walkthrough section.
| WarpToSitePopupText =
- The text that is displayed when you warp to the site can be entered after this variable to be shown in a collapsible box at the top of the Walkthrough section.
| WalkthroughSectionText =
- Text entered after this variable will be shown at the top of the Walkthrough section.
| CompletionPopupText =
- The text that is displayed when you complete the site can be entered after this variable to be shown in a collapsible box at the bottom of the Walkthrough section.
| Room1 =
- The name of room one of the site can be entered after this variable to display that name as a header within the Walkthrough section (if left blank the room will not display at all).
| Room1WarpToPopupText =
- The text that is displayed when you enter the first room of the site can be entered after this variable to be shown in a collapsible box at the top of the Room1 section.
| Room1Text =
- Text entered after this variable will be shown at the top of the Room1 section.
| Room1Image =
| Room1ImageCaption =
- The caption for the room1 image can be entered after this variable.
| Room1Structures =
- The Structures table can be entered after this variable to be displayed in the Room1 section. The template "StructureTable" can be used to produce this table easier.
| Room1Group1 =
- The name of Group one of NPCs in Room1 can be entered after this variable to display as a header in the Room1 section.
| Room1Group1Text =
- Text entered after this variable will be shown at the top of the Room1 Group1 section.
| Room1Group1InLocal =
- The text that is displayed in local chat when Room1 Group1 spawns can be entered after this variable to be shown in a collapsible box in the Room1 Group1 section.
| Room1Group1Table =
- The NPC Table for Room1 Group1 can be entered after this variable to be displayed in the Room1 Group1 section. The template "NPCTable" can be used to produce this table easier.
- ... (Groups 2 through 10 all used the same as Group1) ...
| Room2 =
- ... (Room2 through Room10 all used the same as Room1) ...
| EscalationSectionY/N = Y (to display escalation).
| Escalation = The exact name of the escalation
| EscalationSectionText = The escalation popup text here.
| EscalationChance = The chance of receiving an escalation if known (%).
| RewardsSectionY/N = Y (to display reward amounts).
| RewardsSectionText = Text to display.
| TotalBountyValue = Enter values as appropriate (X mil.)
| TotalGeneralLootValue =
| TotalSalvageValue =
| AverageRareLootValue =
| ValuableLootTable =
| ExplorationLogTable =
| FactionDropLootVaryY/N =
- Sample output
{{CMBSite | Serpentis Hideout | Variation = 1 | OverviewSectionY/N = Y | OverviewSectionText = Overview section text here. | OverviewRecShips = Recommended ships here. | OverviewEstPayout = 666,666m | Diff&ShipRecSectionY/N = Y | Diff&ShipRecSectionText = The difficulty and ship recommendation section text here. | TotalExpEnemiesSectionY/N = Y | TotalExpEnemiesSectionText = Total expected enemies text here. | TotalExpFrigates = 1 | TotalExpDestroyers = 2 | TotalExpCruisers = 3 | TotalExpBattlecruisers = 4 | TotalExpBattleships = 5 | TotalExpCapitals = 6 | TotalExpSentries = 7 | WalkthroughSectionY/N = Y | WarpToSitePopupText = Warp to site popup text here. | WalkthroughSectionText = Walkthrough section text here. | CompletionPopupText = Completion popup text here. | Room1 = The first room | Room1WarpToPopupText = Warp to 1st room popup text here. | Room1Text = Room1 text here. | Room1Image = | Room1ImageCaption = | Room1Structures = {{StructureTable| {{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked until commander is killed}} {{StructureTableRow|Station|1|Serpentis Stronghold| destructible = yes| trigger = Triggers defender wave at 50% armor|shinycargo=faction modules}} {{StructureTableRow|Station|1|Krul's Pleasure Hub| destructible = yes| trigger = Triggers defender wave at 50% structure|note = AOE damage on destruction|cargo = drugs and commodities}} {{StructureTableRow|Stargate|1|Smuggler gate|trigger = Approaching gate triggers commander spawn}} {{StructureTableRow|Container|5|Military supply container|cargo = t1 ammo}} }} | Room1Group1 = Initial Defenders | Room1Group1Text = Room1 Group1 text here. | Room1Group1InLocal = Room1 Group1 in local text here | Room1Group1Table = {{NPCTable |{{NPCTableWave|Timed Wave 1}} |{{NPCTableRow|Frigate|2 - 3|Coreli Initiate/Scout|}} |{{NPCTableWave|Timed Wave 2}} |{{NPCTableRow|Elite Frigate|2| Coreli Guardian Agent/Defender/Guard/Protector|ewar=Damp|}} |{{NPCTableRow|Cruiser|2|Corelum Chief Scout/Spy|}} }} | Room1Group2 = | Room1Group2Text = | Room1Group2InLocal = | Room1Group2Table = | Room1Group3 = | Room1Group3Text = | Room1Group1InLocal = | Room1Group3Table = | Room1Group4 = | Room1Group4Text = | Room1Group1InLocal = | Room1Group4Table = | Room1Group5 = | Room1Group5Text = | Room1Group1InLocal = | Room1Group5Table = | Room1Group6 = | Room1Group6Text = | Room1Group1InLocal = | Room1Group6Table = | Room1Group7 = | Room1Group7Text = | Room1Group1InLocal = | Room1Group7Table = | Room1Group8 = | Room1Group8Text = | Room1Group1InLocal = | Room1Group8Table = | Room1Group9 = | Room1Group9Text = | Room1Group1InLocal = | Room1Group9Table = | Room1Group10 = | Room1Group10Text = | Room1Group1InLocal = | Room1Group10Table = | Room2 = | Room2WarpToPopupText = | Room2Text = | Room2Image = | Room2ImageCaption = | Room2Structures = | Room2Group1 = | Room2Group1Text = | Room2Group1InLocal = | Room2Group1Table = | Room2Group2 = | Room2Group2Text = | Room2Group2InLocal = | Room2Group2Table = | Room2Group3 = | Room2Group3Text = | Room2Group1InLocal = | Room2Group3Table = | Room2Group4 = | Room2Group4Text = | Room2Group1InLocal = | Room2Group4Table = | Room2Group5 = | Room2Group5Text = | Room2Group1InLocal = | Room2Group5Table = | Room2Group6 = | Room2Group6Text = | Room2Group1InLocal = | Room2Group6Table = | Room2Group7 = | Room2Group7Text = | Room2Group1InLocal = | Room2Group7Table = | Room2Group8 = | Room2Group8Text = | Room2Group1InLocal = | Room2Group8Table = | Room2Group9 = | Room2Group9Text = | Room2Group1InLocal = | Room2Group9Table = | Room2Group10 = | Room2Group10Text = | Room2Group1InLocal = | Room2Group10Table = | Room3 = | Room3WarpToPopupText = | Room3Text = | Room3Image = | Room3ImageCaption = | Room3Structures = | Room3Group1 = | Room3Group1Text = | Room3Group1InLocal = | Room3Group1Table = | Room3Group2 = | Room3Group2Text = | Room3Group2InLocal = | Room3Group2Table = | Room3Group3 = | Room3Group3Text = | Room3Group1InLocal = | Room3Group3Table = | Room3Group4 = | Room3Group4Text = | Room3Group1InLocal = | Room3Group4Table = | Room3Group5 = | Room3Group5Text = | Room3Group1InLocal = | Room3Group5Table = | Room3Group6 = | Room3Group6Text = | Room3Group1InLocal = | Room3Group6Table = | Room3Group7 = | Room3Group7Text = | Room3Group1InLocal = | Room3Group7Table = | Room3Group8 = | Room3Group8Text = | Room3Group1InLocal = | Room3Group8Table = | Room3Group9 = | Room3Group9Text = | Room3Group1InLocal = | Room3Group9Table = | Room3Group10 = | Room3Group10Text = | Room3Group1InLocal = | Room3Group10Table = | Room4 = | Room4WarpToPopupText = | Room4Text = | Room4Image = | Room4ImageCaption = | Room4Structures = | Room4Group1 = | Room4Group1Text = | Room4Group1InLocal = | Room4Group1Table = | Room4Group2 = | Room4Group2Text = | Room4Group2InLocal = | Room4Group2Table = | Room4Group3 = | Room4Group3Text = | Room4Group1InLocal = | Room4Group3Table = | Room4Group4 = | Room4Group4Text = | Room4Group1InLocal = | Room4Group4Table = | Room4Group5 = | Room4Group5Text = | Room4Group1InLocal = | Room4Group5Table = | Room4Group6 = | Room4Group6Text = | Room4Group1InLocal = | Room4Group6Table = | Room4Group7 = | Room4Group7Text = | Room4Group1InLocal = | Room4Group7Table = | Room4Group8 = | Room4Group8Text = | Room4Group1InLocal = | Room4Group8Table = | Room4Group9 = | Room4Group9Text = | Room4Group1InLocal = | Room4Group9Table = | Room4Group10 = | Room4Group10Text = | Room4Group1InLocal = | Room4Group10Table = | Room5 = | Room5WarpToPopupText = | Room5Text = | Room5Image = | Room5ImageCaption = | Room5Structures = | Room5Group1 = | Room5Group1Text = | Room5Group1InLocal = | Room5Group1Table = | Room5Group2 = | Room5Group2Text = | Room5Group2InLocal = | Room5Group2Table = | Room5Group3 = | Room5Group3Text = | Room5Group1InLocal = | Room5Group3Table = | Room5Group4 = | Room5Group4Text = | Room5Group1InLocal = | Room5Group4Table = | Room5Group5 = | Room5Group5Text = | Room5Group1InLocal = | Room5Group5Table = | Room5Group6 = | Room5Group6Text = | Room5Group1InLocal = | Room5Group6Table = | Room5Group7 = | Room5Group7Text = | Room5Group1InLocal = | Room5Group7Table = | Room5Group8 = | Room5Group8Text = | Room5Group1InLocal = | Room5Group8Table = | Room5Group9 = | Room5Group9Text = | Room5Group1InLocal = | Room5Group9Table = | Room5Group10 = | Room5Group10Text = | Room5Group1InLocal = | Room5Group10Table = | Room6 = | Room6WarpToPopupText = | Room6Text = | Room6Image = | Room6ImageCaption = | Room6Structures = | Room6Group1 = | Room6Group1Text = | Room6Group1InLocal = | Room6Group1Table = | Room6Group2 = | Room6Group2Text = | Room6Group2InLocal = | Room6Group2Table = | Room6Group3 = | Room6Group3Text = | Room6Group1InLocal = | Room6Group3Table = | Room6Group4 = | Room6Group4Text = | Room6Group1InLocal = | Room6Group4Table = | Room6Group5 = | Room6Group5Text = | Room6Group1InLocal = | Room6Group5Table = | Room6Group6 = | Room6Group6Text = | Room6Group1InLocal = | Room6Group6Table = | Room6Group7 = | Room6Group7Text = | Room6Group1InLocal = | Room6Group7Table = | Room6Group8 = | Room6Group8Text = | Room6Group1InLocal = | Room6Group8Table = | Room6Group9 = | Room6Group9Text = | Room6Group1InLocal = | Room6Group9Table = | Room6Group10 = | Room6Group10Text = | Room6Group1InLocal = | Room6Group10Table = | Room7 = | Room7WarpToPopupText = | Room7Text = | Room7Image = | Room7ImageCaption = | Room7Structures = | Room7Group1 = | Room7Group1Text = | Room7Group1InLocal = | Room7Group1Table = | Room7Group2 = | Room7Group2Text = | Room7Group2InLocal = | Room7Group2Table = | Room7Group3 = | Room7Group3Text = | Room7Group1InLocal = | Room7Group3Table = | Room7Group4 = | Room7Group4Text = | Room7Group1InLocal = | Room7Group4Table = | Room7Group5 = | Room7Group5Text = | Room7Group1InLocal = | Room7Group5Table = | Room7Group6 = | Room7Group6Text = | Room7Group1InLocal = | Room7Group6Table = | Room7Group7 = | Room7Group7Text = | Room7Group1InLocal = | Room7Group7Table = | Room7Group8 = | Room7Group8Text = | Room7Group1InLocal = | Room7Group8Table = | Room7Group9 = | Room7Group9Text = | Room7Group1InLocal = | Room7Group9Table = | Room7Group10 = | Room7Group10Text = | Room7Group1InLocal = | Room7Group10Table = | Room8 = | Room8WarpToPopupText = | Room8Text = | Room8Image = | Room8ImageCaption = | Room8Structures = | Room8Group1 = | Room8Group1Text = | Room8Group1InLocal = | Room8Group1Table = | Room8Group2 = | Room8Group2Text = | Room8Group2InLocal = | Room8Group2Table = | Room8Group3 = | Room8Group3Text = | Room8Group1InLocal = | Room8Group3Table = | Room8Group4 = | Room8Group4Text = | Room8Group1InLocal = | Room8Group4Table = | Room8Group5 = | Room8Group5Text = | Room8Group1InLocal = | Room8Group5Table = | Room8Group6 = | Room8Group6Text = | Room8Group1InLocal = | Room8Group6Table = | Room8Group7 = | Room8Group7Text = | Room8Group1InLocal = | Room8Group7Table = | Room8Group8 = | Room8Group8Text = | Room8Group1InLocal = | Room8Group8Table = | Room8Group9 = | Room8Group9Text = | Room8Group1InLocal = | Room8Group9Table = | Room8Group10 = | Room8Group10Text = | Room8Group1InLocal = | Room8Group10Table = | Room9 = | Room9WarpToPopupText = | Room9Text = | Room9Image = | Room9ImageCaption = | Room9Structures = | Room9Group1 = | Room9Group1Text = | Room9Group1InLocal = | Room9Group1Table = | Room9Group2 = | Room9Group2Text = | Room9Group2InLocal = | Room9Group2Table = | Room9Group3 = | Room9Group3Text = | Room9Group1InLocal = | Room9Group3Table = | Room9Group4 = | Room9Group4Text = | Room9Group1InLocal = | Room9Group4Table = | Room9Group5 = | Room9Group5Text = | Room9Group1InLocal = | Room9Group5Table = | Room9Group6 = | Room9Group6Text = | Room9Group1InLocal = | Room9Group6Table = | Room9Group7 = | Room9Group7Text = | Room9Group1InLocal = | Room9Group7Table = | Room9Group8 = | Room9Group8Text = | Room9Group1InLocal = | Room9Group8Table = | Room9Group9 = | Room9Group9Text = | Room9Group1InLocal = | Room9Group9Table = | Room9Group10 = | Room9Group10Text = | Room9Group1InLocal = | Room9Group10Table = | Room10 = | Room10WarpToPopupText = | Room10Text = | Room10Image = | Room10ImageCaption = | Room10Structures = | Room10Group1 = | Room10Group1Text = | Room10Group1InLocal = | Room10Group1Table = | Room10Group2 = | Room10Group2Text = | Room10Group2InLocal = | Room10Group2Table = | Room10Group3 = | Room10Group3Text = | Room10Group1InLocal = | Room10Group3Table = | Room10Group4 = | Room10Group4Text = | Room10Group1InLocal = | Room10Group4Table = | Room10Group5 = | Room10Group5Text = | Room10Group1InLocal = | Room10Group5Table = | Room10Group6 = | Room10Group6Text = | Room10Group1InLocal = | Room10Group6Table = | Room10Group7 = | Room10Group7Text = | Room10Group1InLocal = | Room10Group7Table = | Room10Group8 = | Room10Group8Text = | Room10Group1InLocal = | Room10Group8Table = | Room10Group9 = | Room10Group9Text = | Room10Group1InLocal = | Room10Group9Table = | Room10Group10 = | Room10Group10Text = | Room10Group1InLocal = | Room10Group10Table = | EscalationSectionY/N = Y | Escalation = Name of Escalation Site | EscalationSectionText = Popup Text received. | EscalationChance = | RewardsSectionY/N = Y | RewardsSectionText = Text to be displayed. | TotalBountyValue = 2 mil. | TotalGeneralLootValue = 1 mil. | TotalSalvageValue = 1 mil. | AverageRareLootValue = | ValuableLootTable = | ExplorationLogTable = | FactionDropLootVaryY/N = }}
- gives...
Serpentis Forlorn Hideaway
| |
Type | Combat Anomaly |
Rating | Class 1 Level 4 |
Found in | High |
Max ship size | Not Gated |
Pirate faction | Serpentis |
Damage to deal | Kin Th |
Damage to Resist |
55% Kin 45% Th |
Sig. Strength | 100% Anomaly |
- See also
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