Template:Weapon properties: Difference between revisions
Ratboy Slim (talk | contribs) Added tranquilize-duration |
Added Projectile Count (projectile-count) as a property |
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{| class="wikitable" | {| class="wikitable" | ||
! colspan="3" style="text-align: center;font-size: | ! colspan="3" style="text-align: center;font-size: 22px;background-color: #583a31;color: white;" | Properties | ||
|- | |- | ||
{{#if:{{{shot-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Shot type''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{shot-type}}} | {{#if:{{{shot-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Shot type''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{shot-type}}} | ||
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{{#if:{{{damage-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Damage type''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{damage-type}}} | {{#if:{{{damage-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Damage type''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{damage-type}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{ranged-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Ranged or Melee?''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{ranged-type}}} | {{#if:{{{ranged-type|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Ranged or Melee damage?''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{ranged-type}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{taunt|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Taunt''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{taunt}}} | {{#if:{{{taunt|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Taunt''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{taunt}}} | ||
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{{#ifeq:{{{damage-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Damage''' | {{#ifeq:{{{damage-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Damage''' | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{maximum-ramp-up|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Maximum ramp-up''' {{!!}} style="text-align: center;" {{!}} {{{maximum-ramp-up-percentage | {{#if:{{{maximum-ramp-up|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Maximum ramp-up''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{maximum-ramp-up-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{maximum-ramp-up}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{base-damage|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Base damage''' {{!!}} style="text-align: center;" {{!}} {{{base-damage-percentage | {{#if:{{{base-damage|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Base damage''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{base-damage-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{base-damage}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{charged-damage|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Charged damage''' {{!!}} style="text-align: center;" {{!}} {{{charged-damage-percentage | {{#if:{{{charged-damage|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Charged damage''' {{!!}} style="text-align: center; background-color: white" {{!}} {{{charged-damage-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{charged-damage}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{maximum-fall-off|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Maximum fall-off''' {{!!}} style="text-align: center;" {{!}} {{{maximum-fall-off-percentage | {{#if:{{{maximum-fall-off|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Maximum fall-off''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{maximum-fall-off-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{maximum-fall-off}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{critical|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Critical''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{critical}}} | {{#if:{{{critical|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Critical''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{critical}}} | ||
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{{#if:{{{mini-crit-charged|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Mini-crit (charged)''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{mini-crit-charged}}} | {{#if:{{{mini-crit-charged|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Mini-crit (charged)''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{mini-crit-charged}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{flame-damage-close|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Flame damage (close)''' {{!!}} style="text-align: center;" {{!}} {{{flame-damage-close-percentage | {{#if:{{{flame-damage-close|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Flame damage (close)''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{flame-damage-close-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{flame-damage-close}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{flame-damage-far|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Flame damage (far)''' {{!!}} style="text-align: center;" {{!}} {{{flame-damage-far-percentage | {{#if:{{{flame-damage-far|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Flame damage (far)''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{flame-damage-far-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{flame-damage-far}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{bullet-count|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Bullet count''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{bullet-count}}} | {{#if:{{{bullet-count|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Bullet count''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{bullet-count}}} | ||
{{!-}}}} | |||
{{#if:{{{projectile-count|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Projectile count''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{projectile-count}}} | |||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{spread|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Spread''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{spread}}} | {{#if:{{{spread|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Spread''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{spread}}} | ||
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{{#ifeq:{{{splash-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Splash''' | {{#ifeq:{{{splash-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Splash''' | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{minimum-splash|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Minimum splash''' {{!!}} style="text-align: center;" {{!}} {{{minimum-splash-percentage | {{#if:{{{minimum-splash|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Minimum splash''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{minimum-splash-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{minimum-splash}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{damage-reduction|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Damage reduction''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{damage-reduction}}} | {{#if:{{{damage-reduction|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Damage reduction''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{damage-reduction}}} | ||
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{{#ifeq:{{{healing-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Healing''' | {{#ifeq:{{{healing-column|}}} | true |{{!}} colspan="3" style="text-align: center;font-size: 20px;background-color: #583a31;color: white;" {{!}} '''Healing''' | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{healing-in-combat|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Healing (in combat)''' {{!!}} style="text-align: center;" {{!}} {{{healing-in-combat-percentage | {{#if:{{{healing-in-combat|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Healing (in combat)''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{healing-in-combat-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{healing-in-combat}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{healing-out-of-combat|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Healing (out of combat)''' {{!!}} style="text-align: center;" {{!}} {{{healing-out-of-combat-percentage | {{#if:{{{healing-out-of-combat|}}} |{{!}} style="background-color: #f1e9cb" {{!}} '''Healing (out of combat)''' {{!!}} style="text-align: center; background-color: white;" {{!}} {{{healing-out-of-combat-percentage}}} {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{healing-out-of-combat}}} | ||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{healing-self|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Healing (self)''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{healing-self}}} | {{#if:{{{healing-self|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Healing (self)''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{healing-self}}} | ||
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{{!-}}}} | {{!-}}}} | ||
{{#if:{{{activation-time|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Activation time''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{activation-time}}} | {{#if:{{{activation-time|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Activation time''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{activation-time}}} | ||
{{!-}}}} | |||
{{#if:{{{windup-time|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Windup time''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{windup-time}}} | |||
{{!-}}}} | |||
{{#if:{{{winddown-time|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Winddown time''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{winddown-time}}} | |||
{{!-}}}} | {{!-}}}} | ||
{{#if:{{{spread-recovery|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Spread recovery''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{spread-recovery}}} | {{#if:{{{spread-recovery|}}} |{{!}} colspan="2" style="background-color: #f1e9cb" {{!}} '''Spread recovery''' {{!!}} style="background-color: #dee8ed; text-align: right" {{!}} {{{spread-recovery}}} | ||
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This is a template for displaying weapon properties on weapon pages. | This is a template for displaying weapon properties on weapon pages. | ||
By default, the only rows that will show up are the "Properties" header row and the "All values are approximate" footer row. | By default, the only rows that will show up are the "Properties" header row and the "All values are approximate" footer row. | ||
To make a row appear in the template, pass any string to its parameter. If no parameter is passed, the row will not show up. The passed parameter will show up in its right-most column. | To make a row appear in the template, pass any string to its parameter. If no parameter is passed, the row will not show up. The passed parameter will show up in its right-most column. | ||
Values for header rows (Damage, Status Effects, Splash, Healing, Construction, Ammo, Function Times) must be | Values for header rows (Damage, Status Effects, Splash, Healing, Construction, Ammo, Function Times) must be {{code|true}} if you want them to be displayed. Any other value is silently ignored, and the header row will not appear. | ||
Three-column parameters, such as {{code|base-damage}}, require an additional "percentage" parameter to be passed. The percentage parameter is named the same as the first one, but with {{code|-percentage}} at the end. For example, {{code|base-damage-percentage}}. | |||
=== Editing this template === | === Editing this template === | ||
The basic principle is that the template is a MediaWiki table consisting of a series of rows. Each row is wrapped in an {{code|#if}} statement for each parameter name, which says that if a parameter with that name is given, that row appears and the parameter given is inserted into the row's rightmost column as a variable. This means more properties can be added to this template by copy and pasting the {{code|#if}} statement and adjusting the names. When adding properties to this template, also include them in the example table and syntax below. | |||
Rows with percentages have three columns instead of two, so copy and paste from those instead of any two-columned row. Do ''not'' include a default percentage, as this promotes lazy editing and can include inaccurate information. Headers use {{code|#ifeq}} statements instead of <code>#if</code> statements, so when adding a header, copy and paste the header code. | |||
{{tl|!}}, {{tl|!!}}, and {{tl|!-}} are escape templates that represent {{code|{{!}}}}, {{code|{{!!}}}}, and {{code|{{!}}-}}, respectively. Their purpose is to escape those characters in templates that have tables, because MediaWiki syntax does not support a literal {{code|{{!}}}} symbol in templates that have tables. | |||
{{tl|!}}, {{tl|!!}}, and {{tl|!-}} are escape templates that represent | |||
See Wikipedia for more details: https://en.wikipedia.org/wiki/Help:Template#Creating_and_editing_templates | See Wikipedia for more details: https://en.wikipedia.org/wiki/Help:Template#Creating_and_editing_templates | ||
=== Example Table === | === Example Table === | ||
The following is an example table with every parameter (currently) supported by the template. | The following is an example table with every parameter (currently) supported by the template. | ||
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| flame-damage-far-percentage = 50% | | flame-damage-far-percentage = 50% | ||
| bullet-count = 1 | | bullet-count = 1 | ||
| projectile-count = 1 | |||
| spread = 80:1 | | spread = 80:1 | ||
| status-effects-column = true | | status-effects-column = true | ||
| effect = Bleed | | effect = Bleed | ||
| effect-duration = 10 s | |||
| afterburn = 4 / tick | | afterburn = 4 / tick | ||
| afterburn-mini-crit = 5/ tick | | afterburn-mini-crit = 5/ tick | ||
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| tranquilize-duration = 5 s | | tranquilize-duration = 5 s | ||
| splash-column = true | | splash-column = true | ||
| minimum-splash = 2. | | minimum-splash = 2.8 m | ||
| minimum-splash-percentage = 50% | | minimum-splash-percentage = 50% | ||
| damage-reduction = 1% / 2.88 | | damage-reduction = 1% / 2.88 | ||
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| reload-type = Clip | | reload-type = Clip | ||
| function-times-column = true | | function-times-column = true | ||
| attack-interval = 0. | | attack-interval = 0.5 s | ||
| reload = 1.133 s | | reload = 1.133 s | ||
| first-reload = 1.09 s | | first-reload = 1.09 s | ||
| further-reloads = 0.67 s | | further-reloads = 0.67 s | ||
| activation-time = 0.7 s | | activation-time = 0.7 s | ||
| windup-time = 1 s | |||
| winddown-time = 0.5 s | |||
| spread-recovery = 1.25 s | | spread-recovery = 1.25 s | ||
| consumption-time = 4.3 s | | consumption-time = 4.3 s | ||
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| flame-damage-far-percentage = 50% | | flame-damage-far-percentage = 50% | ||
| bullet-count = 1 | | bullet-count = 1 | ||
| projectile-count = 1 | |||
| spread = 80:1 | | spread = 80:1 | ||
| status-effects-column = true | | status-effects-column = true | ||
| effect = Bleed | | effect = Bleed | ||
| effect-duration = 10 s | |||
| afterburn = 4 / tick | | afterburn = 4 / tick | ||
| afterburn-mini-crit = 5/ tick | | afterburn-mini-crit = 5/ tick | ||
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| tranquilize-duration = 5 s | | tranquilize-duration = 5 s | ||
| splash-column = true | | splash-column = true | ||
| minimum-splash = 2. | | minimum-splash = 2.8 m | ||
| minimum-splash-percentage = 50% | | minimum-splash-percentage = 50% | ||
| damage-reduction = 1% / 2.88 | | damage-reduction = 1% / 2.88 | ||
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| reload-type = Clip | | reload-type = Clip | ||
| function-times-column = true | | function-times-column = true | ||
| attack-interval = 0. | | attack-interval = 0.5 s | ||
| reload = 1.133 s | | reload = 1.133 s | ||
| first-reload = 1.09 s | | first-reload = 1.09 s | ||
| further-reloads = 0.67 s | | further-reloads = 0.67 s | ||
| activation-time = 0.7 s | | activation-time = 0.7 s | ||
| windup-time = 1 s | |||
| winddown-time = 0.5 s | |||
| spread-recovery = 1.25 s | | spread-recovery = 1.25 s | ||
| consumption-time = 4.3 s | | consumption-time = 4.3 s | ||
Latest revision as of 12:53, 9 July 2026
| Properties | ||
|---|---|---|
| All values are approximate. |
Documentation for Weapon properties
This is a template for displaying weapon properties on weapon pages.
By default, the only rows that will show up are the "Properties" header row and the "All values are approximate" footer row.
To make a row appear in the template, pass any string to its parameter. If no parameter is passed, the row will not show up. The passed parameter will show up in its right-most column.
Values for header rows (Damage, Status Effects, Splash, Healing, Construction, Ammo, Function Times) must be true if you want them to be displayed. Any other value is silently ignored, and the header row will not appear.
Three-column parameters, such as base-damage, require an additional "percentage" parameter to be passed. The percentage parameter is named the same as the first one, but with -percentage at the end. For example, base-damage-percentage.
Editing this template
The basic principle is that the template is a MediaWiki table consisting of a series of rows. Each row is wrapped in an
- if statement for each parameter name, which says that if a parameter with that name is given, that row appears and the parameter given is inserted into the row's rightmost column as a variable. This means more properties can be added to this template by copy and pasting the
- if statement and adjusting the names. When adding properties to this template, also include them in the example table and syntax below.
Rows with percentages have three columns instead of two, so copy and paste from those instead of any two-columned row. Do not include a default percentage, as this promotes lazy editing and can include inaccurate information. Headers use
- ifeq statements instead of
#ifstatements, so when adding a header, copy and paste the header code.
{{!}}, {{!!}}, and {{!-}} are escape templates that represent |, ||, and |-, respectively. Their purpose is to escape those characters in templates that have tables, because MediaWiki syntax does not support a literal | symbol in templates that have tables.
See Wikipedia for more details: https://en.wikipedia.org/wiki/Help:Template#Creating_and_editing_templates
Example Table
The following is an example table with every parameter (currently) supported by the template.
| Properties | ||
|---|---|---|
| Shot type | Hitscan | |
| Damage type | Bullet | |
| Ranged or Melee damage? | Ranged | |
| Taunt | Hadouken | |
| Damage | ||
| Maximum ramp-up | 150% | 60 |
| Base damage | 100% | 40 |
| Charged damage | 300% | 120 |
| Maximum fall-off | 52.8% | 21 |
| Critical | 120 | |
| Critical (charged) | 360 | |
| Mini-crit | 54 | |
| Mini-crit (ramp-up) | 81 | |
| Mini-crit (charged) | 162 | |
| Flame damage (close) | 100% | 6.5-13 / tick |
| Flame damage (far) | 50% | 3.25-6.5 / tick |
| Bullet count | 1 | |
| Projectile count | 1 | |
| Spread | 80:1 | |
| Status Effects | ||
| Effect | Bleed | |
| Effect duration | 10 s | |
| Afterburn | 4 / tick | |
| Afterburn (mini-crit) | 5/ tick | |
| Afterburn duration | 4-10 s | |
| Bleed | 4 / tick | |
| Bleed (mini-crit) | 5 /tick | |
| Bleed duration | 8 s | |
| Tranquilize duration | 5 s | |
| Splash | ||
| Minimum splash | 50% | 2.8 m |
| Damage reduction | 1% / 2.88 | |
| Self-damage | 27-89 | |
| Self-damage (rocket jump) | 27-46 | |
| Healing | ||
| Healing (in combat) | 100% | 24 / s |
| Healing (out of combat) | 300% | 72 / s |
| Healing (self) | 300 | |
| Healing (others) | 50% of max health | |
| Beam connect distance | 450 HU | |
| Beam disconnect distance | 540 HU | |
| Construction | ||
| Repair per hit | 102 | |
| Upgrade per hit | 25 | |
| Cost per repair | damage / 3 | |
| Cost per ammo | 1 / bullet, 40 / hit 2 / rocket, 16 / hit | |
| Ammo | ||
| Loaded | 6 | |
| Carried | 24 | |
| Reload type | Clip | |
| Function Times | ||
| Attack interval | 0.5 s | |
| Reload | 1.133 s | |
| First reload | 1.09 s | |
| Further reloads | 0.67 s | |
| Activation time | 0.7 s | |
| Windup time | 1 s | |
| Winddown time | 0.5 s | |
| Spread recovery | 1.25 s | |
| Consumption time | 4.3 s | |
| Cloak fade | 1.0 s | |
| Uncloak fade | 1.8 s | |
| Charge fill speed | 2.5% / s (1.25% / s) | |
| Charge fill time | 40 s (80 s) | |
| Recharge time | 12 s | |
| Drop expiry | 30 s | |
| Airblast interval | 0.75 s | |
| Scoped charge delay | 1.3 s | |
| Scoped headshot delay | 0.2 s | |
| Aim fatigue | 5 s | |
| Taunt duration | 3.8 s | |
| All values are approximate. | ||
{{Weapon properties
| shot-type = Hitscan
| damage-type = Bullet
| ranged-type = Ranged
| taunt = Hadouken
| damage-column = true
| maximum-ramp-up = 60
| maximum-ramp-up-percentage = 150%
| base-damage = 40
| base-damage-percentage = 100%
| charged-damage = 120
| charged-damage-percentage = 300%
| maximum-fall-off = 21
| maximum-fall-off-percentage = 52.8%
| critical = 120
| critical-charged = 360
| mini-crit = 54
| mini-crit-ramp-up = 81
| mini-crit-charged = 162
| flame-damage-close = 6.5-13 / tick
| flame-damage-close-percentage = 100%
| flame-damage-far = 3.25-6.5 / tick
| flame-damage-far-percentage = 50%
| bullet-count = 1
| projectile-count = 1
| spread = 80:1
| status-effects-column = true
| effect = Bleed
| effect-duration = 10 s
| afterburn = 4 / tick
| afterburn-mini-crit = 5/ tick
| afterburn-duration = 4-10 s
| bleed = 4 / tick
| bleed-mini-crit = 5 /tick
| bleed-duration = 8 s
| tranquilize-duration = 5 s
| splash-column = true
| minimum-splash = 2.8 m
| minimum-splash-percentage = 50%
| damage-reduction = 1% / 2.88
| self-damage = 27-89
| self-damage-rocket-jump = 27-46
| healing-column = true
| healing-in-combat = 24 / s
| healing-in-combat-percentage = 100%
| healing-out-of-combat = 72 / s
| healing-out-of-combat-percentage = 300%
| healing-self = 300
| healing-others = 50% of max health
| beam-connect-distance = 450 HU
| beam-disconnect-distance = 540 HU
| construction-column = true
| repair-per-hit = 102
| upgrade-per-hit = 25
| cost-per-repair = damage / 3
| cost-per-ammo = 1 / bullet, 40 / hit<br>2 / rocket, 16 / hit
| ammo-column = true
| loaded = 6
| carried = 24
| reload-type = Clip
| function-times-column = true
| attack-interval = 0.5 s
| reload = 1.133 s
| first-reload = 1.09 s
| further-reloads = 0.67 s
| activation-time = 0.7 s
| windup-time = 1 s
| winddown-time = 0.5 s
| spread-recovery = 1.25 s
| consumption-time = 4.3 s
| cloak-fade = 1.0 s
| uncloak-fade = 1.8 s
| charge-fill-speed = 2.5% / s (1.25% / s)
| charge-fill-time = 40 s (80 s)
| recharge-time = 12 s
| drop-expiry = 30 s
| airblast-interval = 0.75 s
| scoped-charge-delay = 1.3 s
| scoped-headshot-delay = 0.2 s
| aim-fatigue = 5 s
| taunt-duration = 3.8 s
|}}