Template:Class health pack and overheal table

From Team Fortress Wiki
Revision as of 11:34, 15 September 2022 by Magicalpony (talk | contribs) (.de)
Jump to: navigation, search

Documentation for Class health pack and overheal table

Usage

Parameter 1 can be set to overheal to switch from the health pack table to the overheal table.
The parameters scout, soldier, pyro, demoman, heavy, engineer, medic, sniper, spy can be set to select which classes' info to display. Defining none of these parameters will default to displaying all classes. Formatting is done per-row, with the use of border-top:0 and border-bottom:0. These values are also passed into the core template.
Some exceptions (Shortstop, Back Scratcher, Dalokohs Bar, Conniver's Kunai) had to be hard-coded into the core template.
Some rows are only relevant to overheal or only relevant to health packs. These rows are wrapped in {{#ifeq:{{{1}}}|overheal|true|false}}.

Examples

{{Class health pack and overheal table|scout=yes|soldier=yes|demoman=yes|medic=yes}}
Class Smallhealth.png
Small
Mediumhealth.png
Medium
Largehealth.png
Large
Leaderboard class scout.png Scout 25 63 125
With the Sandman equipped 22 55 110
Leaderboard class soldier.png Soldier 40 100 200
With the Battalion's Backup equipped 44 110 220
Leaderboard class demoman.png Demoman 35 88 175
With weapon slot boots equipped 40 100 200
With a head-taking melee weapon equipped with 0 heads 30 75 150
With a head-taking melee weapon equipped with 1 head 33 83 165
With a head-taking melee weapon equipped with 2 heads 36 90 180
With a head-taking melee weapon equipped with 3 heads 39 98 195
With a head-taking melee weapon with 4 or more heads 42 105 210
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 35 88 175
With weapon slot boots and a head-taking melee weapon equipped with 1 head 38 95 190
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 41 103 205
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 44 110 220
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 47 118 235
Leaderboard class medic.png Medic 30 75 150
With the Vita-Saw equipped 28 70 140
{{Class health pack and overheal table|overheal|scout=yes|soldier=yes|demoman=yes|medic=yes}}
Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176
{{Class health pack and overheal table}}
Class Smallhealth.png
Small
Mediumhealth.png
Medium
Largehealth.png
Large
Leaderboard class scout.png Scout 25 63 125
With the Sandman equipped 22 55 110
Leaderboard class soldier.png Soldier 40 100 200
With the Battalion's Backup equipped 44 110 220
Leaderboard class pyro.png Pyro 35 88 175
With the Back Scratcher equipped 53 131 263
Leaderboard class demoman.png Demoman 35 88 175
With weapon slot boots equipped 40 100 200
With a head-taking melee weapon equipped with 0 heads 30 75 150
With a head-taking melee weapon equipped with 1 head 33 83 165
With a head-taking melee weapon equipped with 2 heads 36 90 180
With a head-taking melee weapon equipped with 3 heads 39 98 195
With a head-taking melee weapon with 4 or more heads 42 105 210
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 35 88 175
With weapon slot boots and a head-taking melee weapon equipped with 1 head 38 95 190
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 41 103 205
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 44 110 220
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 47 118 235
Leaderboard class heavy.png Heavy 60 150 300
Under the effects of the Dalokohs Bar or Fishcake 70 175 350
With the Fists of Steel equipped 60 150 300
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 70 175 350
Leaderboard class engineer.png Engineer 25 63 125
With the Gunslinger equipped 30 75 150
Leaderboard class medic.png Medic 30 75 150
With the Vita-Saw equipped 28 70 140
Leaderboard class sniper.png Sniper 25 63 125
Leaderboard class spy.png Spy 25 63 125
With the Big Earner equipped 20 50 100
With Conniver's Kunai equipped 14 35 70
Theoretical value. Heal received from pickups does not exceed the classes' maximum health.
{{Class health pack and overheal table|overheal}}
Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
Leaderboard class pyro.png Pyro 175 260 220
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
Leaderboard class heavy.png Heavy 300 450 376
Under the effects of the Dalokohs Bar or Fishcake 350 500 426
With the Fists of Steel equipped 300 390 346
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 350 440 396
Leaderboard class engineer.png Engineer 125 185 158
With the Gunslinger equipped 150 225 189
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176
Leaderboard class sniper.png Sniper 125 185 158
Leaderboard class spy.png Spy 125 185 158
With the Big Earner equipped 100 150 126
With Conniver's Kunai equipped 70 105 89
Maximum overheal from Conniver's Kunai backstabs N/A 210 N/A
Theoretical value. Overheal does not exceed 150% of the classes' maximum health.