Difference between revisions of "Template:Damage table/doc"

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:: <code>
 
:: <code>
 
:: ramp up
 
:: ramp up
:: ramp up %
+
:: ramp up %</code> (defaults to 150)<code>
 
:: base
 
:: base
 
:: fall off
 
:: fall off
:: fall off %
+
:: fall off %</code> (defaults to 50)<code>
:: bullet count
+
:: bullet count</code> (miniguns)<code>
:: pellet count
+
:: pellet count</code> (shotguns)<code>
 
:: point blank
 
:: point blank
 
:: medium range
 
:: medium range

Revision as of 10:08, 6 March 2011

{{Damage table}} stores damage and function time measurements on weapon pages.

Copy and paste example

You can add lines as needed from the parameter descriptions below.

{{Damage table
| type               = 

| damage             = yes
|  base              =
|  fall off          =
|  ramp up           =
|  point blank       = 
|  medium range      = 
|  long range        = 
|  crit              = 
|  minicrit          = 

| function times     = yes
|  attack interval   = 
|  reload            = 
}}

Parameters

Note: if a weapon has a different damage statistic that isn't present in the template, please post on the talk page and it will be added.


damage
function times
Set to yes if either will be used. If the weapon does no damage, for example, remove this line (setting to no will display it anyway).
type
The "shot type". Among common shot types are hitscan, projectile and particle.
effect
A description of the weapon's effect (for example, "Gives the drinker Mini-Crits for the next 6 seconds").
Damage parameters
All are optional.
ramp up
ramp up % (defaults to 150)
base
fall off
fall off % (defaults to 50)
bullet count (miniguns)
pellet count (shotguns)
point blank
medium range
long range
bodyshot
crit
minicrit
afterburn
bleeding
damage repaired
upgrade amount
metal cost repairing
metal cost reloading
splash damage (set to yes if any below are needed)
splash radius
splash min %
splash reduction
selfdamage
selfdamage jump (use for rocket launchers)
Function time parameters
All are optional.
attack interval
taunt duration
windup time
reload
reload first (shotguns, rocket launchers, etc.)
reload more
consumption time
cloak duration
cloak fade
decloak fade
recharge
recharge duration ratio
effect time
drop expiry
afterburn time
bleeding time
airblast cooldown
max charge time
zoom charge delay
zoom headshot delay
spread recovery