Template:Weapon Infobox: Difference between revisions

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{{!}}- {{#if: {{{Weapon_Round_0|}}}||style="display: none;"}}
{{!}}- {{#if: {{{Weapon_Round_0|}}}||style="display: none;"}}
{{!}} Rounds {{!}}{{!}} {{{Weapon_Round_0}}}
{{!}} {{Tooltip|Rounds|Amount of bullets fired.}} {{!}}{{!}} {{{Weapon_Round_0}}}
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{{!}} AP Cost {{!}}{{!}} {{{Weapon_ApCost_0}}}
{{!}} {{Tooltip|AP Cost|AP Cost to fire. Not having enough AP to fire will cause the character to queue an attack command until it has enough AP to do so.}} {{!}}{{!}} {{{Weapon_ApCost_0}}}
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{{!}} Range {{!}}{{!}} {{{Weapon_MaxDist_0}}}
{{!}} {{Tooltip|Range|'''Maximum''' range to which the bullets fly to. They will most likely have very poor hit-chance at this distance however. With a maxed out weapon skill for this weapon your effective range (95% hit chance without aiming) will be around 2/3rd of this range.}} {{!}}{{!}} {{{Weapon_MaxDist_0}}}
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{{!}} Fire Rate {{!}}{{!}} {{{Weapon_Speed_0}}}
{{!}} {{Tooltip|Fire Rate|The default amount of miliseconds you need to wait until you can issue another command, be it movement, or another attack.}} {{!}}{{!}} {{{Weapon_Speed_0}}}
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{{!}} Inaccuracy {{!}}{{!}} {{{Weapon_Inaccuracy_0|0}}}
{{!}} {{Tooltip|Inaccuracy|A flat value to your hit-chance calculation. Note, a positive value will reduce your hit-chance, while a negative value will actually improve it! (Since this is an ''In''accuracy value)}} {{!}}{{!}} {{{Weapon_Inaccuracy_0|0}}}
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{{!}} Spread {{!}}{{!}} {{{Weapon_Spread_0|0}}}
{{!}} Spread {{!}}{{!}} {{{Weapon_Spread_0|0}}}

Revision as of 14:27, 3 March 2025

Pepperbox
Tier 1
Small Guns
pepperbox.png
Who needs complex magazine mechanisms when you can just load up six whole barrels instead?
Strength RequirementMinimum amount of Strength required to wield the weapon without any negative effects. A weapon can still be wielded even if the character has less then the required amount of strength but will result in a reduced effective range. 3
ClipsizeAmount of ammunition inside the weapons magazine. 6
Reload AP CostThe AP cost to do the reload action once. Reloading while not having enough AP will still reload the weapon but put you into negative AP, making any kind of action impossible (Movement included!) until you regenerate to over 0 AP. 50 AP
Weapon Aim TimeThe default amount of miliseconds your character has to 'aim' onto an enemy character before a shot can be issued. This time can vary if you intend to shoot onto a specific body part. 200 ms
Attacks
Attack 1
DamageMinimum and Maximum amount of base damage this weapon can do. 20-30
DamagetypeThe type of damage done by this weapon - not factoring in further damage type modifications by Ammo Normal Damage
RoundsAmount of bullets fired. 1
AP CostAP Cost to fire. Not having enough AP to fire will cause the character to queue an attack command until it has enough AP to do so. 20
RangeMaximum range to which the bullets fly to. They will most likely have very poor hit-chance at this distance however. With a maxed out weapon skill for this weapon your effective range (95% hit chance without aiming) will be around 2/3rd of this range. 20
Fire RateThe default amount of miliseconds you need to wait until you can issue another command, be it movement, or another attack. 600
InaccuracyA flat value to your hit-chance calculation. Note, a positive value will reduce your hit-chance, while a negative value will actually improve it! (Since this is an Inaccuracy value) 10
Spread 0
One-Hex 0
ID: 18000
Weight: 1500g