Template:Inventory slot/doc

Template page

Template:Shortcut Template:Lua The inventory slot template creates an interface element which looks and acts like an in-game inventory slot.

The images used have the Invicon <item name>.png name format, or Grid <item name> (<mod name>).png in case of mods (which are currently being phased out). GIF files are also supported for animated icons.

Usage[edit]

All inputs are optional:

{{Slot
|[Title]Mod:Name,Amount[Description]; [Title2]Mod2:Name2,Amount2[Description2]; ...
|mod=Default mod (useful for animations and layout templates)
|default=Image always shown under the main image
|align=Vertical Alignment
|link=Link override
|title=Text show on mouseover
|class=Adds additional classes to the .invslot class
|style=Adds styling to the .invslot
|imgclass=Adds additional classes to the .invslot-item
|numstyle=Adds styling to the stack number
}}

Parts[edit]

The first parameter is a special parameter consisting of various "parts" grouped together in frames (delimited by ;) which will be display one after another if JavaScript is enabled. Every part is optional, but without "name", won't do anything. The "name" can also include the image's extension following a dot (.png or .gif).

Simple example[edit]

To display an inventory item of "Raw Porkchop" with an stack size of 20 you would put: {{Template:Inventory slot|<Raw Porkchop,20>}}

shows

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An amount of 2–999 is supported, anything else will not be displayed.

Aliases[edit]

Script error: No such module "Inventory slot/Aliases/Table". Note: Banner variations are not included due to how many there are.

The above aliases can be used to shorten common items, such as all wood blocks or adding parts to certain names by default.

{{Template:Inventory slot|<Any Log;Golden Apple>}}

shows

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When using the alias, parts can be added which will override any parts in the alias.

{{Template:Inventory slot|<Any Log,4;[&oShiny Apple]Enchanted Golden Apple>}}

shows

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Mods can specify an additional aliases table using the modaliases parameter.

Titles and description[edit]

The title parameter can be used to set a title for all frames.

{{Template:Inventory slot|<Raw Porkchop; Cooked Porkchop>|<title=Smelly Porkchop>}}

shows

Lua error in package.lua at line 80: module 'Module:Random' not found.


To remove the title, set it to "none": {{Template:Inventory slot|<Raw Porkchop; Cooked Porkchop>|<title=none>}}

shows

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However, the first bracketed text can be used to specify a title for each frame individually, and also supports standard formatting codes using & instead of §. If the title only contains formatting codes and no actual text, the formatting will be added to the normal title.

{{Template:Inventory slot|<[&b]Diamond Sword>}}

shows

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The last bracketed text can be used to specify a description, this also supports standard formatting codes, and can also have multiple lines by using forward slashes (/).

{{Template:Inventory slot|<[&b&oExcalibur]Iron Sword[&7Smite V/Fire Aspect I//&9+6 Attack Damage]>}}

shows

Lua error in package.lua at line 80: module 'Module:Random' not found.

Subframes[edit]

Subframes are shown as a single frame, but the frames within it are advanced every time the subframe is displayed. A set of frames can be put in a subframe by wrapping it in braces.

Here, an alias (which resolves to multiple frames) is wrapped in a subframe, and a different wood plank variant is shown each animation cycle:

{{Template:Inventory slot|<{Any Planks};Iron Ingot>}}

shows

Lua error in package.lua at line 80: module 'Module:Random' not found.

Align[edit]

Align uses the vertical-align CSS property. For example to align to the middle: Smells like {{Slot|Raw Porkchop|align=middle}} in here!

shows

Smells like Lua error in package.lua at line 80: module 'Module:Random' not found. in here!

Default[edit]

Default is always shown and is placed under the image. {{Template:Inventory slot|<default=Brewing>}}{{Template:Inventory slot|<Mundane Splash Potion>|<default=Brewing>}}

shows

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Link[edit]

To change the link for all frames from the image name put: {{Template:Inventory slot|<Charcoal>|<link=Coal#Charcoal>}}

shows

Lua error in package.lua at line 80: module 'Module:Random' not found.


To remove the link, set link to none: {{Template:Inventory slot|<Charcoal>|<link=none>}}

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Lua error in package.lua at line 80: module 'Module:Random' not found.

Note that this retains the title.

Available images[edit]

In general, an item can be referred to by its tooltip name.

For dyes, dyed items and wood, there are two shortcuts to refer to all colors or tree species. Use e.g. "Any Overworld Wooden Planks" if the item appears in more than one input slot and doesn't have to be the same color in all slots. Different copies of the same "Any [item]" will switch randomly and separately among the variants. Otherwise, use "Matching [item]"; all slots containing a "Matching" item will cycle through the species or dye colors in unison, even if they're not the same item.

{{Slot|Any Planks}}{{Slot|Any Wooden Slab}}{{Slot|Any Wooden Stairs}}

{{Slot|Matching Overworld Planks}}{{Slot|Matching Overworld Wooden Slab}}{{Slot|Matching Wooden Stairs}}

shows

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Most items with a durability bar exist as "Damaged [item]".

See Template:InvSprite for the full list of items.