Template:Weapon/doc: Difference between revisions

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<noinclude>{{Documentation subpage}}</noinclude><includeonly>[[Category: Templates using Cargo]]</includeonly>
<noinclude>{{Documentation subpage}}
Template used to store weapon data in Cargo.
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

This is a documentation subpage for the Template:Weapon page.

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.

Template parameters

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