Template:BotW Weapon Parameters/Documentation

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< Template:BotW Weapon Parameters
Revision as of 12:30, 21 January 2023 by Echocolat (talk | contribs) (tweak magic)
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Purpose

Displays various internal properties of weapons in Breath of the Wild in a collapsible table. Maybe this should end up as part of {{BotW Item Properties/Store}}. This one does have a few more attributes and shows them on the page.

Usage

{{BotW Weapon Parameters
 |ActorName                     = 
 |Life                          = 
 |Power                         = 
 |SpHitActor                    = 
 |SpHitRatio                    = 
 |IsHammer                      = 
 |IsWeakBreaker                 = 
 |IsBoomerang                   = 
 |IsLuckyWeapon                 = 
 |IsPikohan                     = 
 |IsThrowingWeapon              = 
 |IsThrowingBreakWeapon         = 
 |ThrowRange                    = 
 |ChemicalEnergyMax             = 
 |ChemicalEnergyAmountUsed      = 
 |ChemicalEnergyRecoverRate     = 
 |ChemicalEnergyRecoverInterval = 
 |ShootBeam                     = 
 |SharpWeaponAddAtkMin          = 
 |SharpWeaponAddAtkMax          = 
 |SharpWeaponAddLifeMin         = 
 |SharpWeaponAddLifeMax         = 
 |SharpWeaponAddCrit            = 
 |PoweredSharpAddAtkMin         = 
 |PoweredSharpAddAtkMax         = 
 |PoweredSharpAddLifeMin        = 
 |PoweredSharpAddLifeMax        = 
 |PoweredSharpAddThrowMin       = 
 |PoweredSharpAddThrowMax       = 
 |ThrowSpeed                    = 
 |ThrowRotSpeed                 = 
 |SellingPrice                  = 
 |BuyingPrice                   = 
}}

All parameters are for the corresponding piece of internal game data.

Examples

Input
{{BotW Weapon Parameters
 |ActorName                     = "Weapon_Sword_001"
 |Life                          = 20
 |Power                         = 5
 |SpHitActor                    = ""
 |SpHitRatio                    = 2.0
 |IsHammer                      = false
 |IsWeakBreaker                 = false
 |IsBoomerang                   = false
 |IsLuckyWeapon                 = false
 |IsPikohan                     = false
 |IsThrowingWeapon              = true
 |IsThrowingBreakWeapon         = true
 |ThrowRange                    = 5.0
 |ChemicalEnergyMax             = 0
 |ChemicalEnergyAmountUsed      = 0
 |ChemicalEnergyRecoverRate     = 0.0
 |ChemicalEnergyRecoverInterval = 60
 |ShootBeam                     = ""
 |SharpWeaponAddAtkMin          = 3
 |SharpWeaponAddAtkMax          = 5
 |SharpWeaponAddLifeMin         = 1
 |SharpWeaponAddLifeMax         = 2
 |SharpWeaponAddCrit            = false
 |PoweredSharpAddAtkMin         = 6
 |PoweredSharpAddAtkMax         = 8
 |PoweredSharpAddLifeMin        = 3
 |PoweredSharpAddLifeMax        = 3
 |PoweredSharpAddThrowMin       = 1.5
 |PoweredSharpAddThrowMax       = 2.0
 |ThrowSpeed                    = 1.0
 |ThrowRotSpeed                 = 50.0
 |SellingPrice                  = 5
 |BuyingPrice                   = 20
}}
Output
Weapon Parameters
NameValueDescription
ActorName
"Weapon_Sword_001"
Internal name
Life
20
Durability of the weapon
Power
5
Damage dealt with the weapon
SpHitActor
""
Objects that receive additional damage from the weapon
SpHitRatio
2.0
Damage multiplier appplied to SpHitActor objects
IsHammer
false
Whether or not the weapon can break ore deposits in one hit
IsWeakBreaker
false
Unknown use, maybe was used during dev to one hit kill weaker enemies ?
IsBoomerang
false
Whether or not the weapon comes back to the player if they throw it
IsLuckyWeapon
false
Unknown use, maybe was used to have random crits during dev ?
IsPikohan
false
Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior)
IsThrowingWeapon
true
Whether or not the weapon can be thrown
IsThrowingBreakWeapon
true
Whether or not the weapon breaks instantly when thrown to an enemy
ThrowRange
5.0
After being thrown, travelled distance of the weapon before getting affected with gravity
ChemicalEnergyMax
0
The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a]
ChemicalEnergyAmountUsed
0
The energy cost elemental weapons have when using their power
ChemicalEnergyRecoverRate
0.0
Speed, in unit/frame, of the energy recovery of the weapon
ChemicalEnergyRecoverInterval
60
Frames you have to wait, after your last attack, before the weapon starts to recharge itself
ShootBeam
""
If specified, what actor to launch when throwing the weapon
SharpWeaponAddAtkMin
3
Minimal value for level 1 attack up modifier
SharpWeaponAddAtkMax
5
Maximal value for level 1 attack up modifier
SharpWeaponAddLifeMin
1
Minimal value for level 1 durability up modifier
SharpWeaponAddLifeMax
2
Maximal value for level 1 durability up modifier
SharpWeaponAddCrit
false
Whether or not the weapon can get the critical hit modifier
PoweredSharpAddAtkMin
6
Minimal value for level 2 attack up modifier
PoweredSharpAddAtkMax
8
Maximal value for level 2 attack up modifier
PoweredSharpAddLifeMin
3
Minimal value for level 2 durability up modifier
PoweredSharpAddLifeMax
3
Maximal value for level 2 durability up modifier
PoweredSharpAddThrowMin
1.5
Minimal value for throw distance up modifier
PoweredSharpAddThrowMax
2.0
Maximal value for throw distance up modifier
ThrowSpeed
1.0
Initial speed of the weapon when thrown
ThrowRotSpeed
50.0
Rotation speed, in radian per second, of the weapon when thrown
SellingPrice
5
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
BuyingPrice
20
Unused value for the weapons, probably a leftover from a dev build where you could buy weapons
  1. You can switch weapons to instantly recharge your elemental weapons
Categories Added
This is the documentation page, it should be transcluded into the main template page. See here for more information.