25,175
edits
No edit summary |
(there are various ways to fix this, but this time I feel like not doing the one where everything is jammed together on one line) |
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!ID | !ID | ||
!Part{{#if:{{{rehit|}}}| | !Part{{#if:{{{rehit|}}}| | ||
!{{rollover|Rehit rate|If not 0, hits again every X frames|y}}}} | !!{{rollover|Rehit rate|If not 0, hits again every X frames|y}}}} | ||
!Damage | !Damage | ||
!{{rollover|SD|Shield damage|y}} | !{{rollover|SD|Shield damage|y}} | ||
!Angle{{#if:{{{af|}}}| | !Angle{{#if:{{{af|}}}| | ||
!Flipper}} | !!Flipper}} | ||
!{{rollover|BK|Base knockback|y}} | !{{rollover|BK|Base knockback|y}} | ||
!{{rollover|KS|Knockback scaling|y}} | !{{rollover|KS|Knockback scaling|y}} | ||
!{{rollover|FKV|Fixed knockback value|y}}{{#if:{{{setweight|}}}| | !{{rollover|FKV|Fixed knockback value|y}}{{#if:{{{setweight|}}}| | ||
!{{rollover|Set weight|Treats opponent's weight as 100|y}}}} | !!{{rollover|Set weight|Treats opponent's weight as 100|y}}}} | ||
!Bone | !Bone | ||
!Radius | !Radius | ||
!colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}{{#if:{{{xpos2|}}}{{{ypos2|}}}{{{zpos2|}}}| | !colspan="3"|{{rollover|Offset|Local-axis [x,y,z] translation from bone's origin|y}}{{#if:{{{xpos2|}}}{{{ypos2|}}}{{{zpos2|}}}| | ||
!colspan="3"{{!}}{{rollover|Offset 2|If given, hitbox strecthes from Offset to Offset 2, instead of being a sphere at Offset|y}}}} | !!colspan="3"{{!}}{{rollover|Offset 2|If given, hitbox strecthes from Offset to Offset 2, instead of being a sphere at Offset|y}}}} | ||
!{{rollover|Clang|Whether the hitbox can clang with other moves|y}}{{#if:{{{rebound|}}}| | !{{rollover|Clang|Whether the hitbox can clang with other moves|y}}{{#if:{{{rebound|}}}| | ||
!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}}} | !!{{rollover|Rebound|Whether the hitbox can cause the move to rebound if it clangs|y}}}} | ||
!{{rollover|G|Hits grounded targets|y}} | !{{rollover|G|Hits grounded targets|y}} | ||
!{{rollover|A|Hits aerial targets|y}}{{#if:{{{hitbits|}}}| | !{{rollover|A|Hits aerial targets|y}}{{#if:{{{hitbits|}}}| | ||
!{{rollover|Hit bits|Controls what type of objects can be hit|y}}}}{{#if:{{{sdi|}}}| | !!{{rollover|Hit bits|Controls what type of objects can be hit|y}}}}{{#if:{{{sdi|}}}| | ||
!{{rollover|SDIx|Smash DI multiplier|y}}}}{{#if:{{{ff|}}}| | !!{{rollover|SDIx|Smash DI multiplier|y}}}}{{#if:{{{ff|}}}| | ||
!{{rollover|FFx|Freeze frames multiplier|y}}}}{{#if:{{{trip|}}}| | !!{{rollover|FFx|Freeze frames multiplier|y}}}}{{#if:{{{trip|}}}| | ||
!{{rollover|T%|Trip chance|y}}}}{{#if:{{{direct|}}}| | !!{{rollover|T%|Trip chance|y}}}}{{#if:{{{direct|}}}| | ||
!Direct}}{{#if:{{{type|}}}| | !!Direct}}{{#if:{{{type|}}}| | ||
!Type}} | !!Type}} | ||
!Effect | !Effect | ||
!Sound{{#if:{{{blockable|}}}| | !Sound{{#if:{{{blockable|}}}| | ||
!Blockable}}{{#if:{{{reflectable|}}}| | !!Blockable}}{{#if:{{{reflectable|}}}| | ||
!Reflectable}}{{#if:{{{absorbable|}}}| | !!Reflectable}}{{#if:{{{absorbable|}}}| | ||
!Absorbable}}{{#if:{{{flinchless|}}}| | !!Absorbable}}{{#if:{{{flinchless|}}}| | ||
!Flinchless}}{{#if:{{{heedless|}}}| | !!Flinchless}}{{#if:{{{heedless|}}}| | ||
!{{rollover|Heedless|Damages teammates regardless of team attack|y}}}}{{#if:{{{piercing|}}}| | !!{{rollover|Heedless|Damages teammates regardless of team attack|y}}}}{{#if:{{{piercing|}}}| | ||
!{{rollover|Piercing|Can hit through invincibility|y}}}}{{#if:{{{nogfx|}}}| | !!{{rollover|Piercing|Can hit through invincibility|y}}}}{{#if:{{{nogfx|}}}| | ||
!{{rollover|No GFX|Disables on-hit graphic effects|y}}}}<noinclude> | !!{{rollover|No GFX|Disables on-hit graphic effects|y}}}}<noinclude> | ||
|}</noinclude> | |}</noinclude> |