Template:Weapon/doc: Difference between revisions
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Template used to | <noinclude>{{Documentation subpage}} | ||
Template that calls both [[Template:Weapon/Cargo|Weapon/Cargo]] and [[Template:Weapon/Article|Weapon/Article]]. This template will only call Cargo if it's used in no namespace and if storage is not set to 0 (e.g. test server weapons). | |||
</noinclude><includeonly>[[Category: Templates using Cargo]]</includeonly> | |||
<templatedata> | |||
{ | |||
"params": { | |||
"storage": { | |||
"description": "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", | |||
"type": "boolean" | |||
}, | |||
"id": { | |||
"description": "The weapon's item_id.", | |||
"example": "01182C03", | |||
"type": "string", | |||
"required": true, | |||
"label": "ID" | |||
}, | |||
"name": { | |||
"description": "The name of the weapon.", | |||
"example": "Eternal Psychodrive", | |||
"type": "string", | |||
"autovalue": "{{PAGENAME}}", | |||
"suggested": true, | |||
"label": "Name" | |||
}, | |||
"rarity": { | |||
"description": "The rarity of the weapon, 0-indexed.", | |||
"example": "13", | |||
"type": "number", | |||
"suggestedvalues": [ | |||
"0", | |||
"1", | |||
"2", | |||
"3", | |||
"4", | |||
"5", | |||
"6", | |||
"7", | |||
"8", | |||
"9", | |||
"10", | |||
"11", | |||
"12", | |||
"13", | |||
"14" | |||
], | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Rarity" | |||
}, | |||
"rank": { | |||
"description": "The rank of the weapon, mapped to a number, 1-indexed.", | |||
"example": "4", | |||
"type": "number", | |||
"suggestedvalues": [ | |||
"1", | |||
"2", | |||
"3", | |||
"4" | |||
], | |||
"default": "1", | |||
"suggested": true, | |||
"label": "Rank" | |||
}, | |||
"buy price": { | |||
"description": "The buy_price of the weapon.", | |||
"example": "1000000", | |||
"type": "number", | |||
"suggested": true, | |||
"label": "Buy Price" | |||
}, | |||
"sell price": { | |||
"description": "The sell_price of the weapon.", | |||
"example": "50000", | |||
"type": "number", | |||
"suggested": true, | |||
"label": "Sell Price" | |||
}, | |||
"stat required": { | |||
"description": "The stat amount required to equip the weapon. The stat type is automatically determined by the template.", | |||
"example": "1320", | |||
"type": "number", | |||
"autovalue": "0", | |||
"suggested": true, | |||
"label": "Stat Required To Equip" | |||
}, | |||
"account bound": { | |||
"description": "Whether the weapon can be dropped or sold in shops.", | |||
"example": "No", | |||
"type": "boolean", | |||
"default": "No", | |||
"label": "Untradable" | |||
}, | |||
"atp": { | |||
"description": "The ATP bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"autovalue": "0", | |||
"suggested": true, | |||
"label": "ATP Bonus" | |||
}, | |||
"ata": { | |||
"description": "The ATA bonus on the weapon when it is in use.", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "ATA Bonus" | |||
}, | |||
"dfp": { | |||
"description": "The DFP bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "DFP Bonus" | |||
}, | |||
"tp": { | |||
"description": "The TP bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "TP Bonus" | |||
}, | |||
"evp": { | |||
"description": "The EVP bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "EVP Bonus" | |||
}, | |||
"mst": { | |||
"description": "The MST bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "MST Bonus" | |||
}, | |||
"sta": { | |||
"description": "The STA bonus on the weapon when it is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "STA Bonus" | |||
}, | |||
"normal attack mod": { | |||
"description": "The multiplier on damage dealt with all damage on the weapon when it is in use.", | |||
"example": "1.2", | |||
"type": "number", | |||
"default": "1", | |||
"suggested": true, | |||
"label": "Normal Attack Mod" | |||
}, | |||
"critical attack mod": { | |||
"description": "The multiplier on damage dealt with a critical hit on the weapon when it is in use.", | |||
"example": "1.4", | |||
"type": "number", | |||
"default": "1", | |||
"suggested": true, | |||
"label": "Critical Mod" | |||
}, | |||
"pa mod": { | |||
"description": "The multiplier on damage dealt with a Photon Art on the weapon when it is in use.", | |||
"example": "1.3", | |||
"suggested": true, | |||
"label": "PA Mod" | |||
}, | |||
"pp mod": { | |||
"description": "The multiplier on PP gain per tick when in use.", | |||
"example": "1", | |||
"type": "number", | |||
"default": "1", | |||
"suggested": true, | |||
"label": "PP Mod" | |||
}, | |||
"se mod": { | |||
"description": "The multiplier on Status Effect infliction rates from attacks originating from the weapon.", | |||
"example": "1", | |||
"default": "1", | |||
"suggested": true, | |||
"label": "SE Mod" | |||
}, | |||
"striking range": { | |||
"description": "The amount that the attack hitbox dimensions are increased by when using the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Striking Range" | |||
}, | |||
"striking speed": { | |||
"description": "The speed adjustment for animations on normal attacks and striking PAs while the weapon is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Striking Animation Speed" | |||
}, | |||
"bullet range": { | |||
"description": "The amount that the bullet hitbox dimensions (?) are increased by when using the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Bullet Range" | |||
}, | |||
"bullet speed": { | |||
"description": "The speed adjustment on the animations for bullet PAs while the weapon is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Bullet Animation Speed" | |||
}, | |||
"technic range": { | |||
"description": "The amount that the TECHNIC maximum reach is increased by when using the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "TECHNIC Range" | |||
}, | |||
"technic speed": { | |||
"description": "The speed adjustment on the animations for TECHNIC PAs while the weapon is in use.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "TECHNIC Animation Speed" | |||
}, | |||
"miss": { | |||
"description": "Whether the weapon can inherently miss or not. Does not override PAs that can't miss, such as TECHNICs.", | |||
"example": "Yes", | |||
"type": "boolean", | |||
"default": "Yes", | |||
"suggested": true, | |||
"label": "Subject to Accuracy" | |||
}, | |||
"back attack": { | |||
"description": "Whether the weapon can guarantee hits by connecting with the back hitbox of an enemy.", | |||
"example": "Yes", | |||
"type": "boolean", | |||
"suggested": true, | |||
"label": "Can Back Attack" | |||
}, | |||
"hitflag": { | |||
"description": "The ID of the hitflag that is applied on normal attacks (?) when used.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"label": "Hitflag ID" | |||
}, | |||
"equip hand": { | |||
"description": "Metadata only? The hand slot that the weapon is assigned to.", | |||
"example": "0", | |||
"type": "number", | |||
"suggestedvalues": [ | |||
"0", | |||
"1" | |||
], | |||
"default": "0" | |||
}, | |||
"weapon type flag": { | |||
"description": "Unknown. Part of meta data.", | |||
"type": "number", | |||
"default": "0", | |||
"example": "3" | |||
}, | |||
"model id": { | |||
"label": "Model ID", | |||
"description": "The model ID of the weapon.", | |||
"example": "37", | |||
"type": "number", | |||
"suggested": true | |||
}, | |||
"visual effect id": { | |||
"label": "VFX ID", | |||
"description": "The visual effect ID of the weapon.", | |||
"example": "100", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"sound effect id": { | |||
"label": "SFX ID", | |||
"description": "The sound effect ID from the sound bank specified on the weapon.", | |||
"example": "65535", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"variance": { | |||
"label": "Attack Variance", | |||
"description": "The damage range on the weapon's attacks.", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"accuracy": { | |||
"label": "Accuracy", | |||
"description": "The accuracy stat of the weapon. Maxes at 9999.", | |||
"example": "9999", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"grind cap": { | |||
"label": "Grind Cap", | |||
"description": "The maximum amount a weapon can be grinded to.", | |||
"example": "10", | |||
"type": "number", | |||
"default": "10", | |||
"suggested": true | |||
}, | |||
"max target": { | |||
"label": "Maximum Targets on Normal Attack", | |||
"description": "The maximum amount of targets the weapon can hit with its normal attacks.", | |||
"example": "1", | |||
"type": "number", | |||
"default": "1", | |||
"suggested": true | |||
}, | |||
"pp tick": { | |||
"label": "PP Per Tick", | |||
"description": "The amount of PP regained on the weapon per tick while the weapon is in use.", | |||
"example": "6", | |||
"default": "1", | |||
"suggested": true | |||
}, | |||
"pp normal": { | |||
"label": "PP Gained Per Normal", | |||
"description": "The amount of PP regained on the weapon when it successfully hits a normal attack.", | |||
"example": "2", | |||
"type": "number", | |||
"default": "1", | |||
"suggested": true | |||
}, | |||
"sex": { | |||
"label": "Restricted by Sexes", | |||
"description": "The sexes that can equip the weapon, comma-delineated.", | |||
"example": "Male,Female", | |||
"type": "string", | |||
"suggestedvalues": [ | |||
"Male", | |||
"Female", | |||
"Male,Female" | |||
], | |||
"default": "Male,Female" | |||
}, | |||
"race": { | |||
"label": "Restricted by Race", | |||
"description": "The races that can equip the weapon, comma-delineated.", | |||
"example": "Human,Newman,CAST,Beast", | |||
"type": "string", | |||
"suggestedvalues": [ | |||
"Human", | |||
"Newman", | |||
"CAST", | |||
"Beast" | |||
], | |||
"default": "Human,Newman,CAST,Beast", | |||
"suggested": true | |||
}, | |||
"class": { | |||
"label": "Restricted by Class", | |||
"description": "The classes that can equip the weapon, comma-delineated. Does not override class restrictions.", | |||
"example": "Hunter,Ranger,Force,Fighgunner,Guntecher,Wartecher,Fortefighter,Fortegunner,Fortetecher,Protranser,Acrofighter,Acrotecher,Fighmaster,Gunmaster,Masterforce,Acromaster", | |||
"type": "string", | |||
"default": "Hunter,Ranger,Force,Fighgunner,Guntecher,Wartecher,Fortefighter,Fortegunner,Fortetecher,Protranser,Acrofighter,Acrotecher,Fighmaster,Gunmaster,Masterforce,Acromaster", | |||
"suggested": true | |||
}, | |||
"attack grinds": { | |||
"label": "Attack Grinds", | |||
"description": "The values for the attack stat per grind level, comma-delineated.", | |||
"example": "1320,1366,1413,1460,1509,1559,1606,1658,1711,1765,1820", | |||
"type": "string", | |||
"suggested": true | |||
}, | |||
"pp grinds": { | |||
"label": "PP Grinds", | |||
"description": "The values for the PP stat per grind level, comma-delineated.", | |||
"example": "1320,1386,1453,1520,1589,1659,1726,1798,1871,1945,2020", | |||
"type": "string", | |||
"suggested": true | |||
}, | |||
"pen override": { | |||
"label": "Penetration Override", | |||
"description": "Whether the projectiles that spawn from this weapon should penetrate.", | |||
"example": "No", | |||
"type": "boolean", | |||
"default": "No", | |||
"suggested": true | |||
}, | |||
"elements": { | |||
"label": "Possible Elements", | |||
"description": "The elements that the weapon can generate as, comma-delineated.", | |||
"example": "Neutral,Fire,Ice,Lightning,Ground,Light,Dark", | |||
"type": "string", | |||
"default": "Neutral,Fire,Ice,Lightning,Ground,Light,Dark", | |||
"suggested": true | |||
}, | |||
"set_bonus": { | |||
"label": "Set Bonus IDs", | |||
"description": "Meta data? The set bonus IDs that the weapon is part of, comma-delineated.", | |||
"example": "0,0,0,0", | |||
"type": "string", | |||
"default": "0,0,0,0", | |||
"suggested": true | |||
}, | |||
"sound bank id": { | |||
"label": "Sound Bank ID", | |||
"description": "The sound bank ID that the weapon uses.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"weapon range": { | |||
"label": "Normal Attack Range", | |||
"description": "The length component of the normal attack of the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0" | |||
}, | |||
"normal attack width": { | |||
"label": "Normal Attack Width", | |||
"description": "The width component of the normal attack of the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"normal attack angle": { | |||
"label": "Normal Attack Angle", | |||
"description": "The angle component of the normal attack of the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"normal attack height": { | |||
"label": "Normal Attack Height", | |||
"description": "The height component of the normal attack of the weapon.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"self status id": { | |||
"label": "Status ID to Self", | |||
"description": "The ID of the status effect inflicted to the player when the weapon successfully lands an attack.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"self status level": { | |||
"label": "Status Level to Self", | |||
"description": "The level of the status effect inflicted to the player when the weapon successfully lands an attack.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"self status chance": { | |||
"label": "Status Chance to Self", | |||
"description": "The chance of the rolling the status effect inflicted to the player when the weapon successfully lands an attack.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"neutral status id": { | |||
"label": "Status ID when Neutral", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is neutral.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"neutral status level": { | |||
"label": "Status Level when Neutral", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is neutral.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"neutral status chance": { | |||
"label": "Status Chance when Neutral", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"fire status id": { | |||
"label": "Status ID when Fire", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is fire.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"fire status level": { | |||
"label": "Status Level when Fire", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is fire.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"fire status chance": { | |||
"label": "Status Chance when Fire", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ice status id": { | |||
"label": "Status ID when Ice", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ice.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ice status level": { | |||
"label": "Status Level when Ice", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ice.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ice status chance": { | |||
"label": "Status Chance when Ice", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"lightning status id": { | |||
"label": "Status ID when Lightning", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is lightning.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"lightning status level": { | |||
"label": "Status Level when Lightning", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is lightning.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"lightning status chance": { | |||
"label": "Status Chance when Lightning", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ground status id": { | |||
"label": "Status ID when Ground", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ground.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ground status level": { | |||
"label": "Status Level when Ground", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is ground.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"ground status chance": { | |||
"label": "Status Chance when Ground", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"light status id": { | |||
"label": "Status ID when Light", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is light.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"light status level": { | |||
"label": "Status Level when Light", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is light.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"light status chance": { | |||
"label": "Status Chance when Light", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"dark status id": { | |||
"label": "Status ID when Dark", | |||
"description": "The ID of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is dark.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"dark status level": { | |||
"label": "Status Level when Dark", | |||
"description": "The level of the status effect inflicted to the victim when the weapon successfully lands an attack while the weapon's element is dark.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"dark status chance": { | |||
"label": "Status Chance when Dark", | |||
"description": "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.", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true | |||
}, | |||
"rcsm fire time": { | |||
"label": "RCSM Fire Time", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The time between bullets firing on a RCSM." | |||
}, | |||
"rcsm penetration flag": { | |||
"label": "RCSM Penetration Flag", | |||
"example": "0", | |||
"type": "boolean", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "Whether the RCSM bullets should penetrate targets." | |||
}, | |||
"rcsm number of shot": { | |||
"label": "RCSM Number of Shots", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The number of shots a RCSM should fire per firing event." | |||
}, | |||
"rcsm bullet type": { | |||
"label": "RCSM Bullet Type", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The type of the bullet that the RCSM should emit. See: https://psu-clementine.com/wiki/index.php?title=Template:RCSM_Bullet", | |||
"suggestedvalues": [ | |||
"1", | |||
"4", | |||
"5", | |||
"6" | |||
] | |||
}, | |||
"rcsm bullet velocity": { | |||
"label": "RCSM Bullet Velocity", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The speed of the bullet that is emitted from a RCSM." | |||
}, | |||
"rcsm bullet size": { | |||
"label": "RCSM Bullet Size", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The size of the bullet that is emitted from a RCSM." | |||
}, | |||
"rcsm bullet range": { | |||
"label": "RCSM Bullet Range", | |||
"example": "0", | |||
"type": "number", | |||
"default": "0", | |||
"suggested": true, | |||
"description": "The maximum range of the bullet that is emitted from a RCSM before it despawns." | |||
}, | |||
"description": { | |||
"label": "Description", | |||
"description": "The description of the weapon.", | |||
"example": "A rod born through the\nunion of faith and\nscience. With the power\nto manipulate the heart,\nwhoever holds this rod\ncan control the world.", | |||
"type": "string", | |||
"suggested": true | |||
}, | |||
"generate": { | |||
"description": "Whether the template should generate any HTML.", | |||
"example": "Yes", | |||
"type": "boolean", | |||
"default": "Yes", | |||
"deprecated": "Always treated as on." | |||
}, | |||
"jpname": {}, | |||
"nv": { | |||
"label": "Name of No Variance Prototype", | |||
"description": "The name of the No Variance Prototype of the weapon.", | |||
"example": "BVB-NV2C03", | |||
"type": "string" | |||
}, | |||
"ee": { | |||
"label": "Name of Enhanced Element Prototype", | |||
"description": "The name of the Enhanced Element Prototype of the weapon.", | |||
"example": "BVB-EE2C03", | |||
"type": "string" | |||
}, | |||
"ar": { | |||
"label": "Name of Attack Range Prototype", | |||
"description": "The name of the Attack Range Prototype of the weapon.", | |||
"example": "BVB-AR2C03", | |||
"type": "string" | |||
}, | |||
"se": { | |||
"label": "Name of Status Effect Prototype", | |||
"description": "The name of the Status Effect Prototype of the weapon.", | |||
"example": "BVB-AR2C03", | |||
"type": "string" | |||
}, | |||
"da": { | |||
"label": "Name of Damage Amplification Prototype", | |||
"description": "The name of the Damage Amplification Prototype of the weapon.", | |||
"example": "EP-DA2D06", | |||
"type": "string" | |||
}, | |||
"ampf": { | |||
"label": "Name of Fire Amplification Prototype", | |||
"description": "The name of the Fire Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-F2D06", | |||
"type": "string" | |||
}, | |||
"ampi": { | |||
"label": "Name of Ice Amplification Prototype", | |||
"description": "The name of the Ice Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-I2D06", | |||
"type": "string" | |||
}, | |||
"ampe": { | |||
"label": "Name of Lightning Amplification Prototype", | |||
"description": "The name of the Lightning Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-E2D06", | |||
"type": "string" | |||
}, | |||
"ampg": { | |||
"label": "Name of Ground Amplification Prototype", | |||
"description": "The name of the Ground Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-G2D06", | |||
"type": "string" | |||
}, | |||
"ampl": { | |||
"label": "Name of Light Amplification Prototype", | |||
"description": "The name of the Light Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-L2D06", | |||
"type": "string" | |||
}, | |||
"ampd": { | |||
"label": "Name of Dark Amplification Prototype", | |||
"description": "The name of the Dark Amplification Prototype of the weapon.", | |||
"example": "EP-AMP-D2D06", | |||
"type": "string" | |||
}, | |||
"coreable": { | |||
"label": "Coreable at Weapon Lab", | |||
"description": "Whether the weapon can be turned into its respective type's core.", | |||
"example": "Yes", | |||
"type": "boolean", | |||
"default": "No" | |||
}, | |||
"remarks": { | |||
"label": "Remarks", | |||
"description": "Remarks about the weapon.", | |||
"type": "content" | |||
}, | |||
"trivia": { | |||
"label": "Trivia", | |||
"description": "Trivia about the weapon.", | |||
"type": "content" | |||
}, | |||
"image": { | |||
"label": "Image Path", | |||
"description": "The weapon's thumbnail image of the weapon.", | |||
"type": "wiki-file-name", | |||
"autovalue": "{{{id}}}.png", | |||
"suggested": true | |||
} | |||
}, | |||
"description": "Template that delegates both rendering and storage of weapon data.", | |||
"paramOrder": [ | |||
"id", | |||
"name", | |||
"rarity", | |||
"rank", | |||
"buy price", | |||
"sell price", | |||
"stat required", | |||
"account bound", | |||
"atp", | |||
"ata", | |||
"dfp", | |||
"tp", | |||
"evp", | |||
"mst", | |||
"sta", | |||
"normal attack mod", | |||
"critical attack mod", | |||
"pa mod", | |||
"pp mod", | |||
"se mod", | |||
"striking range", | |||
"striking speed", | |||
"bullet range", | |||
"bullet speed", | |||
"technic range", | |||
"technic speed", | |||
"miss", | |||
"back attack", | |||
"hitflag", | |||
"equip hand", | |||
"weapon type flag", | |||
"model id", | |||
"visual effect id", | |||
"sound effect id", | |||
"variance", | |||
"accuracy", | |||
"grind cap", | |||
"max target", | |||
"pp tick", | |||
"pp normal", | |||
"sex", | |||
"race", | |||
"class", | |||
"attack grinds", | |||
"pp grinds", | |||
"pen override", | |||
"elements", | |||
"set_bonus", | |||
"sound bank id", | |||
"weapon range", | |||
"normal attack width", | |||
"normal attack angle", | |||
"normal attack height", | |||
"self status id", | |||
"self status level", | |||
"self status chance", | |||
"neutral status id", | |||
"neutral status level", | |||
"neutral status chance", | |||
"fire status id", | |||
"fire status level", | |||
"fire status chance", | |||
"ice status id", | |||
"ice status level", | |||
"ice status chance", | |||
"lightning status id", | |||
"lightning status level", | |||
"lightning status chance", | |||
"ground status id", | |||
"ground status level", | |||
"ground status chance", | |||
"light status id", | |||
"light status level", | |||
"light status chance", | |||
"dark status id", | |||
"dark status level", | |||
"dark status chance", | |||
"rcsm fire time", | |||
"rcsm penetration flag", | |||
"rcsm number of shot", | |||
"rcsm bullet type", | |||
"rcsm bullet velocity", | |||
"rcsm bullet size", | |||
"rcsm bullet range", | |||
"description", | |||
"generate", | |||
"storage", | |||
"jpname", | |||
"nv", | |||
"ee", | |||
"ar", | |||
"se", | |||
"da", | |||
"ampf", | |||
"ampi", | |||
"ampe", | |||
"ampg", | |||
"ampl", | |||
"ampd", | |||
"coreable", | |||
"remarks", | |||
"trivia", | |||
"image" | |||
], | |||
"format": "block" | |||
} | |||
</templatedata> |
Latest revision as of 17:53, 17 February 2025
Template that calls both Weapon/Cargo and Weapon/Article. This template will only call Cargo if it's used in no namespace and if storage is not set to 0 (e.g. test server weapons).
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 |