Template:Weapon
Template that delegates both rendering and storage of weapon data.
Parameter | Description | Type | Status | |
---|---|---|---|---|
ID | id | The weapon's item_id.
| String | required |
Name | name | The name of the weapon.
| String | suggested |
Rarity | rarity | The rarity of the weapon, 0-indexed.
| Number | suggested |
Rank | rank | The rank of the weapon, mapped to a number, 1-indexed.
| Number | suggested |
Buy Price | buy price | The buy_price of the weapon.
| Number | suggested |
Sell Price | sell price | The sell_price of the weapon.
| Number | suggested |
Stat Required To Equip | stat required | The stat amount required to equip the weapon. The stat type is automatically determined by the template.
| Number | suggested |
Untradable | account bound | Whether the weapon can be dropped or sold in shops.
| Boolean | optional |
ATP Bonus | atp | The ATP bonus on the weapon when it is in use.
| Number | suggested |
ATA Bonus | ata | The ATA bonus on the weapon when it is in use.
| Number | suggested |
DFP Bonus | dfp | The DFP bonus on the weapon when it is in use.
| Number | suggested |
TP Bonus | tp | The TP bonus on the weapon when it is in use.
| Number | suggested |
EVP Bonus | evp | The EVP bonus on the weapon when it is in use.
| Number | suggested |
MST Bonus | mst | The MST bonus on the weapon when it is in use.
| Number | suggested |
STA Bonus | sta | The STA bonus on the weapon when it is in use.
| Number | suggested |
Normal Attack Mod | normal attack mod | The multiplier on damage dealt with all damage on the weapon when it is in use.
| Number | suggested |
Critical Mod | critical attack mod | The multiplier on damage dealt with a critical hit on the weapon when it is in use.
| Number | suggested |
PA Mod | pa mod | The multiplier on damage dealt with a Photon Art on the weapon when it is in use.
| Unknown | suggested |
PP Mod | pp mod | The multiplier on PP gain per tick when in use.
| Number | suggested |
SE Mod | se mod | The multiplier on Status Effect infliction rates from attacks originating from the weapon.
| Unknown | suggested |
Striking Range | striking range | The amount that the attack hitbox dimensions are increased by when using the weapon.
| Number | suggested |
Striking Animation Speed | striking speed | The speed adjustment for animations on normal attacks and striking PAs while the weapon is in use.
| Number | suggested |
Bullet Range | bullet range | The amount that the bullet hitbox dimensions (?) are increased by when using the weapon.
| Number | suggested |
Bullet Animation Speed | bullet speed | The speed adjustment on the animations for bullet PAs while the weapon is in use.
| Number | suggested |
TECHNIC Range | technic range | The amount that the TECHNIC maximum reach is increased by when using the weapon.
| Number | suggested |
TECHNIC Animation Speed | technic speed | The speed adjustment on the animations for TECHNIC PAs while the weapon is in use.
| Number | suggested |
Subject to Accuracy | miss | Whether the weapon can inherently miss or not. Does not override PAs that can't miss, such as TECHNICs.
| Boolean | suggested |
Can Back Attack | back attack | Whether the weapon can guarantee hits by connecting with the back hitbox of an enemy.
| Boolean | suggested |
Hitflag ID | hitflag | The ID of the hitflag that is applied on normal attacks (?) when used.
| Number | suggested |
equip hand | equip hand | Metadata only? The hand slot that the weapon is assigned to.
| Number | optional |
weapon type flag | weapon type flag | Unknown. Part of meta data.
| Number | optional |
Model ID | model id | The model ID of the weapon.
| Number | suggested |
VFX ID | visual effect id | The visual effect ID of the weapon.
| Number | suggested |
SFX ID | sound effect id | The sound effect ID from the sound bank specified on the weapon.
| Number | suggested |
Attack Variance | variance | The damage range on the weapon's attacks.
| Number | suggested |
Accuracy | accuracy | The accuracy stat of the weapon. Maxes at 9999.
| Number | suggested |
Grind Cap | grind cap | The maximum amount a weapon can be grinded to.
| Number | suggested |
Maximum Targets on Normal Attack | max target | The maximum amount of targets the weapon can hit with its normal attacks.
| Number | suggested |
PP Per Tick | pp tick | The amount of PP regained on the weapon per tick while the weapon is in use.
| Unknown | suggested |
PP Gained Per Normal | pp normal | The amount of PP regained on the weapon when it successfully hits a normal attack.
| Number | suggested |
Restricted by Sexes | sex | The sexes that can equip the weapon, comma-delineated.
| String | optional |
Restricted by Race | race | The races that can equip the weapon, comma-delineated.
| String | suggested |
Restricted by Class | class | The classes that can equip the weapon, comma-delineated. Does not override class restrictions.
| String | suggested |
Attack Grinds | attack grinds | The values for the attack stat per grind level, comma-delineated.
| String | suggested |
PP Grinds | pp grinds | The values for the PP stat per grind level, comma-delineated.
| String | suggested |
Penetration Override | pen override | Whether the projectiles that spawn from this weapon should penetrate.
| Boolean | suggested |
Possible Elements | elements | The elements that the weapon can generate as, comma-delineated.
| String | suggested |
Set Bonus IDs | set_bonus | Meta data? The set bonus IDs that the weapon is part of, comma-delineated.
| String | suggested |
Sound Bank ID | sound bank id | The sound bank ID that the weapon uses.
| Number | suggested |
Normal Attack Range | weapon range | The length component of the normal attack of the weapon.
| Number | optional |
Normal Attack Width | normal attack width | The width component of the normal attack of the weapon.
| Number | suggested |
Normal Attack Angle | normal attack angle | The angle component of the normal attack of the weapon.
| Number | suggested |
Normal Attack Height | normal attack height | The height component of the normal attack of the weapon.
| Number | suggested |
Status ID to Self | self status id | The ID of the status effect inflicted to the player when the weapon successfully lands an attack.
| Number | suggested |
Status Level to Self | self status level | The level of the status effect inflicted to the player when the weapon successfully lands an attack.
| Number | suggested |
Status Chance to Self | self status chance | The chance of the rolling the status effect inflicted to the player when the weapon successfully lands an attack.
| Number | suggested |
Status ID when Neutral | neutral 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.
| Number | suggested |
Status Level when Neutral | neutral 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.
| Number | suggested |
Status Chance when Neutral | neutral 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.
| Number | suggested |
Status ID when Fire | fire 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.
| Number | suggested |
Status Level when Fire | fire 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.
| Number | suggested |
Status Chance when Fire | fire 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.
| Number | suggested |
Status ID when Ice | ice 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.
| Number | suggested |
Status Level when Ice | ice 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.
| Number | suggested |
Status Chance when Ice | ice 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.
| Number | suggested |
Status ID when Lightning | lightning 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.
| Number | suggested |
Status Level when Lightning | lightning 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.
| Number | suggested |
Status Chance when Lightning | lightning 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.
| Number | suggested |
Status ID when Ground | ground 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.
| Number | suggested |
Status Level when Ground | ground 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.
| Number | suggested |
Status Chance when Ground | ground 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.
| Number | suggested |
Status ID when Light | light 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.
| Number | suggested |
Status Level when Light | light 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.
| Number | suggested |
Status Chance when Light | light 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.
| Number | suggested |
Status ID when Dark | dark 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.
| Number | suggested |
Status Level when Dark | dark 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.
| Number | suggested |
Status Chance when Dark | dark 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.
| Number | suggested |
RCSM Fire Time | rcsm fire time | The time between bullets firing on a RCSM.
| Number | suggested |
RCSM Penetration Flag | rcsm penetration flag | Whether the RCSM bullets should penetrate targets.
| Boolean | suggested |
RCSM Number of Shots | rcsm number of shot | The number of shots a RCSM should fire per firing event.
| Number | suggested |
RCSM Bullet Type | rcsm bullet type | The type of the bullet that the RCSM should emit. See: https://psu-clementine.com/wiki/index.php?title=Template:RCSM_Bullet
| Number | suggested |
RCSM Bullet Velocity | rcsm bullet velocity | The speed of the bullet that is emitted from a RCSM.
| Number | suggested |
RCSM Bullet Size | rcsm bullet size | The size of the bullet that is emitted from a RCSM.
| Number | suggested |
RCSM Bullet Range | rcsm bullet range | The maximum range of the bullet that is emitted from a RCSM before it despawns.
| Number | suggested |
Description | description | The description of the weapon.
| String | suggested |
generate | generate | Whether the template should generate any HTML.
| Boolean | deprecated |
storage | storage | 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.
| Boolean | optional |
jpname | jpname | no description | Unknown | optional |
Name of No Variance Prototype | nv | The name of the No Variance Prototype of the weapon.
| String | optional |
Name of Enhanced Element Prototype | ee | The name of the Enhanced Element Prototype of the weapon.
| String | optional |
Name of Attack Range Prototype | ar | The name of the Attack Range Prototype of the weapon.
| String | optional |
Name of Status Effect Prototype | se | The name of the Status Effect Prototype of the weapon.
| String | optional |
Name of Damage Amplification Prototype | da | The name of the Damage Amplification Prototype of the weapon.
| String | optional |
Name of Fire Amplification Prototype | ampf | The name of the Fire Amplification Prototype of the weapon.
| String | optional |
Name of Ice Amplification Prototype | ampi | The name of the Ice Amplification Prototype of the weapon.
| String | optional |
Name of Lightning Amplification Prototype | ampe | The name of the Lightning Amplification Prototype of the weapon.
| String | optional |
Name of Ground Amplification Prototype | ampg | The name of the Ground Amplification Prototype of the weapon.
| String | optional |
Name of Light Amplification Prototype | ampl | The name of the Light Amplification Prototype of the weapon.
| String | optional |
Name of Dark Amplification Prototype | ampd | The name of the Dark Amplification Prototype of the weapon.
| String | optional |
Coreable at Weapon Lab | coreable | Whether the weapon can be turned into its respective type's core.
| Boolean | optional |
Remarks | remarks | Remarks about the weapon. | Content | optional |
Trivia | trivia | Trivia about the weapon. | Content | optional |
Image Path | image | The weapon's thumbnail image of the weapon.
| File | suggested |
This template adds rows to the table "Weapons", which is declared by the template Weapon/Cargo. View table.