Template:Weapon

From Phantasy Star Universe Clementine

Template that delegates both rendering and storage of weapon data.

Template parameters[Edit template data]

This template prefers block formatting of parameters.

ParameterDescriptionTypeStatus
IDid

The weapon's item_id.

Example
01182C03
Stringrequired
Namename

The name of the weapon.

Example
Eternal Psychodrive
Auto value
{{PAGENAME}}
Stringsuggested
Rarityrarity

The rarity of the weapon, 0-indexed.

Suggested values
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Default
0
Example
13
Numbersuggested
Rankrank

The rank of the weapon, mapped to a number, 1-indexed.

Suggested values
1 2 3 4
Default
1
Example
4
Numbersuggested
Buy Pricebuy price

The buy_price of the weapon.

Example
1000000
Numbersuggested
Sell Pricesell price

The sell_price of the weapon.

Example
50000
Numbersuggested
Stat Required To Equipstat required

The stat amount required to equip the weapon. The stat type is automatically determined by the template.

Example
1320
Auto value
0
Numbersuggested
Untradableaccount bound

Whether the weapon can be dropped or sold in shops.

Default
No
Example
No
Booleanoptional
ATP Bonusatp

The ATP bonus on the weapon when it is in use.

Default
0
Example
0
Auto value
0
Numbersuggested
ATA Bonusata

The ATA bonus on the weapon when it is in use.

Default
0
Numbersuggested
DFP Bonusdfp

The DFP bonus on the weapon when it is in use.

Default
0
Example
0
Numbersuggested
TP Bonustp

The TP bonus on the weapon when it is in use.

Default
0
Example
0
Numbersuggested
EVP Bonusevp

The EVP bonus on the weapon when it is in use.

Default
0
Example
0
Numbersuggested
MST Bonusmst

The MST bonus on the weapon when it is in use.

Default
0
Example
0
Numbersuggested
STA Bonussta

The STA bonus on the weapon when it is in use.

Default
0
Example
0
Numbersuggested
Normal Attack Modnormal attack mod

The multiplier on damage dealt with all damage on the weapon when it is in use.

Default
1
Example
1.2
Numbersuggested
Critical Modcritical attack mod

The multiplier on damage dealt with a critical hit on the weapon when it is in use.

Default
1
Example
1.4
Numbersuggested
PA Modpa mod

The multiplier on damage dealt with a Photon Art on the weapon when it is in use.

Example
1.3
Unknownsuggested
PP Modpp mod

The multiplier on PP gain per tick when in use.

Default
1
Example
1
Numbersuggested
SE Modse mod

The multiplier on Status Effect infliction rates from attacks originating from the weapon.

Default
1
Example
1
Unknownsuggested
Striking Rangestriking range

The amount that the attack hitbox dimensions are increased by when using the weapon.

Default
0
Example
0
Numbersuggested
Striking Animation Speedstriking speed

The speed adjustment for animations on normal attacks and striking PAs while the weapon is in use.

Default
0
Example
0
Numbersuggested
Bullet Rangebullet range

The amount that the bullet hitbox dimensions (?) are increased by when using the weapon.

Default
0
Example
0
Numbersuggested
Bullet Animation Speedbullet speed

The speed adjustment on the animations for bullet PAs while the weapon is in use.

Default
0
Example
0
Numbersuggested
TECHNIC Rangetechnic range

The amount that the TECHNIC maximum reach is increased by when using the weapon.

Default
0
Example
0
Numbersuggested
TECHNIC Animation Speedtechnic speed

The speed adjustment on the animations for TECHNIC PAs while the weapon is in use.

Default
0
Example
0
Numbersuggested
Subject to Accuracymiss

Whether the weapon can inherently miss or not. Does not override PAs that can't miss, such as TECHNICs.

Default
Yes
Example
Yes
Booleansuggested
Can Back Attackback attack

Whether the weapon can guarantee hits by connecting with the back hitbox of an enemy.

Example
Yes
Booleansuggested
Hitflag IDhitflag

The ID of the hitflag that is applied on normal attacks (?) when used.

Default
0
Example
0
Numbersuggested
equip handequip hand

Metadata only? The hand slot that the weapon is assigned to.

Suggested values
0 1
Default
0
Example
0
Numberoptional
weapon type flagweapon type flag

Unknown. Part of meta data.

Default
0
Example
3
Numberoptional
Model IDmodel id

The model ID of the weapon.

Example
37
Numbersuggested
VFX IDvisual effect id

The visual effect ID of the weapon.

Default
0
Example
100
Numbersuggested
SFX IDsound effect id

The sound effect ID from the sound bank specified on the weapon.

Default
0
Example
65535
Numbersuggested
Attack Variancevariance

The damage range on the weapon's attacks.

Default
0
Numbersuggested
Accuracyaccuracy

The accuracy stat of the weapon. Maxes at 9999.

Default
0
Example
9999
Numbersuggested
Grind Capgrind cap

The maximum amount a weapon can be grinded to.

Default
10
Example
10
Numbersuggested
Maximum Targets on Normal Attackmax target

The maximum amount of targets the weapon can hit with its normal attacks.

Default
1
Example
1
Numbersuggested
PP Per Tickpp tick

The amount of PP regained on the weapon per tick while the weapon is in use.

Default
1
Example
6
Unknownsuggested
PP Gained Per Normalpp normal

The amount of PP regained on the weapon when it successfully hits a normal attack.

Default
1
Example
2
Numbersuggested
Restricted by Sexessex

The sexes that can equip the weapon, comma-delineated.

Suggested values
Male Female Male,Female
Default
Male,Female
Example
Male,Female
Stringoptional
Restricted by Racerace

The races that can equip the weapon, comma-delineated.

Suggested values
Human Newman CAST Beast
Default
Human,Newman,CAST,Beast
Example
Human,Newman,CAST,Beast
Stringsuggested
Restricted by Classclass

The classes that can equip the weapon, comma-delineated. Does not override class restrictions.

Default
Hunter,Ranger,Force,Fighgunner,Guntecher,Wartecher,Fortefighter,Fortegunner,Fortetecher,Protranser,Acrofighter,Acrotecher,Fighmaster,Gunmaster,Masterforce,Acromaster
Example
Hunter,Ranger,Force,Fighgunner,Guntecher,Wartecher,Fortefighter,Fortegunner,Fortetecher,Protranser,Acrofighter,Acrotecher,Fighmaster,Gunmaster,Masterforce,Acromaster
Stringsuggested
Attack Grindsattack grinds

The values for the attack stat per grind level, comma-delineated.

Example
1320,1366,1413,1460,1509,1559,1606,1658,1711,1765,1820
Stringsuggested
PP Grindspp grinds

The values for the PP stat per grind level, comma-delineated.

Example
1320,1386,1453,1520,1589,1659,1726,1798,1871,1945,2020
Stringsuggested
Penetration Overridepen override

Whether the projectiles that spawn from this weapon should penetrate.

Default
No
Example
No
Booleansuggested
Possible Elementselements

The elements that the weapon can generate as, comma-delineated.

Default
Neutral,Fire,Ice,Lightning,Ground,Light,Dark
Example
Neutral,Fire,Ice,Lightning,Ground,Light,Dark
Stringsuggested
Set Bonus IDsset_bonus

Meta data? The set bonus IDs that the weapon is part of, comma-delineated.

Default
0,0,0,0
Example
0,0,0,0
Stringsuggested
Sound Bank IDsound bank id

The sound bank ID that the weapon uses.

Default
0
Example
0
Numbersuggested
Normal Attack Rangeweapon range

The length component of the normal attack of the weapon.

Default
0
Example
0
Numberoptional
Normal Attack Widthnormal attack width

The width component of the normal attack of the weapon.

Default
0
Example
0
Numbersuggested
Normal Attack Anglenormal attack angle

The angle component of the normal attack of the weapon.

Default
0
Example
0
Numbersuggested
Normal Attack Heightnormal attack height

The height component of the normal attack of the weapon.

Default
0
Example
0
Numbersuggested
Status ID to Selfself status id

The ID of the status effect inflicted to the player when the weapon successfully lands an attack.

Default
0
Example
0
Numbersuggested
Status Level to Selfself status level

The level of the status effect inflicted to the player when the weapon successfully lands an attack.

Default
0
Example
0
Numbersuggested
Status Chance to Selfself status chance

The chance of the rolling the status effect inflicted to the player when the weapon successfully lands an attack.

Default
0
Example
0
Numbersuggested
Status ID when Neutralneutral status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is neutral.

Default
0
Example
0
Numbersuggested
Status Level when Neutralneutral status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is neutral.

Default
0
Example
0
Numbersuggested
Status Chance when Neutralneutral status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is neutral.

Default
0
Example
0
Numbersuggested
Status ID when Firefire status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is fire.

Default
0
Example
0
Numbersuggested
Status Level when Firefire status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is fire.

Default
0
Example
0
Numbersuggested
Status Chance when Firefire status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is fire.

Default
0
Example
0
Numbersuggested
Status ID when Iceice status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ice.

Default
0
Example
0
Numbersuggested
Status Level when Iceice status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ice.

Default
0
Example
0
Numbersuggested
Status Chance when Iceice status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is ice.

Default
0
Example
0
Numbersuggested
Status ID when Lightninglightning status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is lightning.

Default
0
Example
0
Numbersuggested
Status Level when Lightninglightning status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is lightning.

Default
0
Example
0
Numbersuggested
Status Chance when Lightninglightning status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is lightning.

Default
0
Example
0
Numbersuggested
Status ID when Groundground status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ground.

Default
0
Example
0
Numbersuggested
Status Level when Groundground status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ground.

Default
0
Example
0
Numbersuggested
Status Chance when Groundground status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is ground.

Default
0
Example
0
Numbersuggested
Status ID when Lightlight status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is light.

Default
0
Example
0
Numbersuggested
Status Level when Lightlight status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is light.

Default
0
Example
0
Numbersuggested
Status Chance when Lightlight status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is light.

Default
0
Example
0
Numbersuggested
Status ID when Darkdark status id

The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is dark.

Default
0
Example
0
Numbersuggested
Status Level when Darkdark status level

The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is dark.

Default
0
Example
0
Numbersuggested
Status Chance when Darkdark status chance

The chance of the rolling the status effect of the weapon to the victim when the weapon successfully lands an attack while the element of the weapon is dark.

Default
0
Example
0
Numbersuggested
RCSM Fire Timercsm fire time

The time between bullets firing on a RCSM.

Default
0
Example
0
Numbersuggested
RCSM Penetration Flagrcsm penetration flag

Whether the RCSM bullets should penetrate targets.

Default
0
Example
0
Booleansuggested
RCSM Number of Shotsrcsm number of shot

The number of shots a RCSM should fire per firing event.

Default
0
Example
0
Numbersuggested
RCSM Bullet Typercsm bullet type

The type of the bullet that the RCSM should emit. See: https://psu-clementine.com/wiki/index.php?title=Template:RCSM_Bullet

Suggested values
1 4 5 6
Default
0
Example
0
Numbersuggested
RCSM Bullet Velocityrcsm bullet velocity

The speed of the bullet that is emitted from a RCSM.

Default
0
Example
0
Numbersuggested
RCSM Bullet Sizercsm bullet size

The size of the bullet that is emitted from a RCSM.

Default
0
Example
0
Numbersuggested
RCSM Bullet Rangercsm bullet range

The maximum range of the bullet that is emitted from a RCSM before it despawns.

Default
0
Example
0
Numbersuggested
Descriptiondescription

The description of the weapon.

Example
A rod born through the

union of faith and science. With the power to manipulate the heart, whoever holds this rod

can control the world.
Stringsuggested
generategenerate

Whether the template should generate any HTML.

Default
Yes
Example
Yes
Booleandeprecated
storagestorage

Override flag. Whether the template should store the weapon's data in Cargo. If omitted, it is treated as 1. Will not store in a namespace, regardless of setting.

Example
0
Booleanoptional
jpnamejpname

no description

Unknownoptional
Name of No Variance Prototypenv

The name of the No Variance Prototype of the weapon.

Example
BVB-NV2C03
Stringoptional
Name of Enhanced Element Prototypeee

The name of the Enhanced Element Prototype of the weapon.

Example
BVB-EE2C03
Stringoptional
Name of Attack Range Prototypear

The name of the Attack Range Prototype of the weapon.

Example
BVB-AR2C03
Stringoptional
Name of Status Effect Prototypese

The name of the Status Effect Prototype of the weapon.

Example
BVB-AR2C03
Stringoptional
Name of Damage Amplification Prototypeda

The name of the Damage Amplification Prototype of the weapon.

Example
EP-DA2D06
Stringoptional
Name of Fire Amplification Prototypeampf

The name of the Fire Amplification Prototype of the weapon.

Example
EP-AMP-F2D06
Stringoptional
Name of Ice Amplification Prototypeampi

The name of the Ice Amplification Prototype of the weapon.

Example
EP-AMP-I2D06
Stringoptional
Name of Lightning Amplification Prototypeampe

The name of the Lightning Amplification Prototype of the weapon.

Example
EP-AMP-E2D06
Stringoptional
Name of Ground Amplification Prototypeampg

The name of the Ground Amplification Prototype of the weapon.

Example
EP-AMP-G2D06
Stringoptional
Name of Light Amplification Prototypeampl

The name of the Light Amplification Prototype of the weapon.

Example
EP-AMP-L2D06
Stringoptional
Name of Dark Amplification Prototypeampd

The name of the Dark Amplification Prototype of the weapon.

Example
EP-AMP-D2D06
Stringoptional
Coreable at Weapon Labcoreable

Whether the weapon can be turned into its respective type's core.

Default
No
Example
Yes
Booleanoptional
Remarksremarks

Remarks about the weapon.

Contentoptional
Triviatrivia

Trivia about the weapon.

Contentoptional
Image Pathimage

The weapon's thumbnail image of the weapon.

Auto value
{{{id}}}.png
Filesuggested

This template adds rows to the table "Weapons", which is declared by the template Weapon/Cargo. View table.