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Created page with "<includeonly>{{#if: {{{negative|}}}|<span style="background: var(--background-color-icon--active); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">[[File:FeatIcon {{{1}}}.png|20px|link=]]</span>|<span style="background: var(--color-pill); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">File:FeatIcon {{{1|Specializat..." |
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<includeonly>{{#if: {{{negative|}}}|<span style="background: var(--background-color-icon--active); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">[[File:FeatIcon {{{1}}}.png|20px|link=]]</span>|<span style="background: var(--color-pill); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">[[File:FeatIcon {{{1|Specialization}}}.png|20px|link=]]</span>}}<span style="font-weight: bold; font-family: 'Saira Condensed','Nunito',sans-serif; letter-spacing: 0.75px; font-size: 1.1em; color: var(--color-base--emphasized);"> {{#if: {{{negative|}}}|{{#switch: {{{1}}} | <includeonly>{{#if: {{{negative|}}}|<span style="background: var(--background-color-icon--active); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">[[File:FeatIcon {{{1}}}.png|20px|link=]]</span>|<span style="background: var(--color-pill); line-height: 18px; padding: 2px; border-radius: 4px; margin-right: 3px; display: inline-block; vertical-align: text-bottom;">[[File:FeatIcon {{{1|Specialization}}}.png|20px|link=]]</span>}}<span style="font-weight: bold; font-family: 'Saira Condensed','Nunito',sans-serif; letter-spacing: 0.75px; font-size: 1.1em; color: var(--color-base--emphasized);"> {{#if: {{{negative|}}}|{{#switch: {{{1}}} | ||
| Aim Down Sights = No Aiming Down Sights | | Aim Down Sights = No Aiming Down Sights | ||
| | | Stable Accuracy = Unstable Accuracy | ||
| Damaging|Held|Explosive|Immobilizing|Detecting| | | Damaging|Held|Explosive|Immobilizing|Detecting|Glitching|Disabling|Attached|Interceptible|Destructible|Glitchable|Reshapeable|Retrievable|Usable by Opponents|Reversible|Permanent|Incendiary = Not {{{1}}} | ||
| High Range Falloff = No Falloff | | High Range Falloff = No Falloff | ||
| Minor Structure Damage = No Structure Damage | | Minor Structure Damage = No Structure Damage | ||
| Multiple Charges = Single Charge | | Multiple Charges = Single Charge | ||
| Solid = Non-{{{1}}} | | Solid = Non-{{{1}}} | ||
| Disarms User = No Disarm | | Disarms User = No Disarm | ||
| #default = No {{{1}}} | | #default = No {{{1}}} | ||
}}|{{{1|Needs Title}}}}}</span> —</includeonly><noinclude> | }}|{{{1|Needs Title}}}}}</span> —</includeonly><noinclude> | ||
{{Feature icon|Specialization}} Feature | == Explanation == | ||
This template will create an icon together with the title of an item's feature. | |||
For example, inserting <code><nowiki>{{Feature icon|Solid}}</nowiki></code> will display: | |||
{{Feature icon|Solid}} | |||
It is also possible to describe the absence of a feature by adding <code><nowiki>negative=true</nowiki></code>, e.g. <code><nowiki>{{Feature icon|Solid|negative=true}}</nowiki></code>, which will display: | |||
{{Feature icon|Solid|negative=true}} | |||
== List == | |||
The following is a list of all available feature icons, along with their usual descriptions. Of course, it is up to the editor to add or change things about a description if it would be relevant to a certain item. | |||
{{Feature icon|Weapon}} Used by the contestant as their main source of damage. Only one weapon can be used at a time, but up to four reserve weapons can be brought and swapped to while not in the arena. | |||
{{Feature icon|Gadget}} Used by the contestant as an offensive, defensive or utility tool, and automatically recharges after being used. Three gadgets are carried at a time, but up to four reserve gadgets can be brought and swapped to while not in the arena. | |||
{{Feature icon|Specialization}} Used by the contestant as a special, more powerful type of gadget. Contestants select one specialization in addition to their regular gadgets, and cannot change it for the rest of the round or tournament. | |||
{{Feature icon|Melee}} Strikes targets close to the contestant. Can attack forever without reloading. | |||
{{Feature icon|Single Fire}} Fires once when the trigger is pulled. The trigger must be released before firing again. | |||
{{Feature icon|Automatic Fire}} Continues to fire automatically until the trigger is released. | |||
{{Feature icon|Burst Fire}} Releases multiple shots in quick succession with each fire. | |||
{{Feature icon|Multi-Shot}} Releases multiple rounds at the same time with each shot, each dealing minor damage. | |||
{{Feature icon|Hitscan}} Uses a hitscan to fire rounds. The hitscan travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy. | |||
{{Feature icon|Projectile}} Deploys as a projectile which is affected by gravity and has a travel time. | |||
{{Feature icon|Attack Sequence}} Has a consistent pattern of attacks. | |||
{{Feature icon|Alternate Attack}} Has an alternate attack. | |||
{{Feature icon|Aim Down Sights}} Has the ability to aim down sights, significantly increasing accuracy. Iron sights replace the crosshairs. | |||
{{Feature icon|Scope}} Has a scope. Enabling the scope will zoom in the screen and overlay it with a duplex reticle, granting near-perfect accuracy. | |||
{{Feature icon|Variable Accuracy}} Suffers a significant decrease in accuracy while moving and while airborne. | |||
{{Feature icon|Critical Hit}} Critically hits on headshots, applying a damage multiplier. | |||
{{Feature icon|Full Reload}} Replaces the entire magazine in one animation on reload. | |||
{{Feature icon|Round Reload}} Inserts a single round on reload. The next round(s) will also start reloading automatically until the magazine is full or the animation is cancelled. | |||
{{Feature icon|Infinite Ammo}} Does not need to reload. | |||
{{Feature icon|Damaging}} Deals damage to contestants. | |||
{{Feature icon|Grenade}} Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator. | |||
{{Feature icon|Bounce}} Bounces away when the projectile collides with a surface or contestant. | |||
{{Feature icon|Trigger on Impact}} Triggers when the projectile collides with a surface or contestant. | |||
{{Feature icon|Placeable}} Can be placed on a surface. An indicator shows the target placement. | |||
{{Feature icon|Held}} The specialization slot needs to be swapped to before the gadget can be used, meaning it can be held in hand. | |||
{{Feature icon|Toggle}} Can be enabled and disabled by reactivating. | |||
{{Feature icon|Remote Controlled}} Comes with a remote to trigger all deployed zzs from any distance. | |||
{{Feature icon|Targeted}} Needs to target something to be used. | |||
{{Feature icon|Self Targeted}} Immediately applies an effect to the contestant that used it. | |||
{{Feature icon|Mid Range Falloff}} Deals reduced damage when hitting targets at a moderate distance (falloff starts at less than 30m). | |||
{{Feature icon|High Range Falloff}} Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m). | |||
{{Feature icon|Explosive}} Deals damage in an area of effect that can be intercepted by structures and shields. | |||
{{Feature icon|Minor Structure Damage}} Damages structures. Takes a very long time to break a concrete wall. | |||
{{Feature icon|Moderate Structure Damage}} Damages structures. Takes a few seconds or multiple charges to break a concrete wall. | |||
{{Feature icon|Major Structure Damage}} Damages structures. Instantly destroys a concrete wall. | |||
{{Feature icon|Blocking}} Absorbs damage from enemy bullets, deflects projectiles and blocks explosions. | |||
{{Feature icon|Incendiary}} Creates fire, which can spread to nearby goo and foliage and burn them down. It can also light up contestants. | |||
{{Feature icon|Support}} Applies a positive effect to teammates. | |||
{{Feature icon|Movement}} Provides a special mode of transport for contestants. | |||
{{Feature icon|Immobilizing}} Stops affected contestants from moving. | |||
{{Feature icon|Detecting}} Reveals the position of affected contestants to the user's team. The detection is visible through walls. A warning is shown to detected contestants. | |||
{{Feature icon|Glitching}} Glitches affected contestants, making them unable to use gadgets and obfuscating their HUD. | |||
{{Feature icon|Disabling}} Disables glitchable gadgets. | |||
{{Feature icon|Visibility}} Affects the line of sight of the user and/or opponents. | |||
{{Feature icon|Battery Charge}} Uses up charge while used. Recharges over time. | |||
{{Feature icon|Multiple Charges}} Can be used more than once. When a charge is used, it automatically recharges over the cooldown time. | |||
{{Feature icon|Gadget Reload}} Needs to go through a reloading animation once the gadget is used and a new charge is ready to be loaded. | |||
{{Feature icon|Arming Time}} Disarmed when initially deployed or while picked up as an attachment. Does not detect enemies while disarmed. Arms automatically after a wind-up time. | |||
{{Feature icon|Attached}} Attaches to a surface upon deployment. Sticks to the surface even if it moves. Can be attached to [[Arena Carriables|carriable objects]], adding weight to them. | |||
{{Feature icon|Solid}} Has its own collision, meaning contestants can stand on it. | |||
{{Feature icon|Interceptible}} Can be detected and safely removed by the [[APS Turret]], nullifying its effects. This causes the turret to lose some health. | |||
{{Feature icon|Destructible}} Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Can also be destroyed by the user's team. | |||
{{Feature icon|Glitchable}} Can be disabled by a [[Glitch Grenade]] or [[Glitch Barrel]]. | |||
{{Feature icon|Reshapeable}} Can be reshaped by the [[Data Reshaper]] into a piece of [[Arena Carriables|decor]] by opponents. | |||
{{Feature icon|Retrievable}} Can be picked up after being deployed to restore a charge. | |||
{{Feature icon|Limited Duration}} Lasts for a limited time. | |||
{{Feature icon|Deployment Limit}} Can be deployed a limited number of times. | |||
{{Feature icon|Disarms User}} Forces the user to stop using their other items to be able to use the gadget effectively. | |||
{{Feature icon|Friendly Fire}} Can damage both the user and their teammates. | |||
{{Feature icon|Usable by Opponents}} Can be used by opponents to their advantage. | |||
{{Feature icon|Reversible}} Can be used against the user's team, if an opponent triggers the explosion by destroying the gadget. Any damage and eliminations are attributed to the opponent. | |||
Examples of negative features: | |||
{{Feature icon|Critical Hit|negative=true}} Does not critically hit, regardless of where the target was struck. | |||
{{Feature icon|Damaging|negative=true}} Does not inflict damage. | |||
{{Feature icon|Multiple Charges|negative=true}} Can be used once, then recharges automatically over the cooldown time. | |||
{{Feature icon|Interceptible|negative=true}} Can not be detected or removed by the [[APS Turret]]. | |||
{{Feature icon|Limited Duration|negative=true}} Does not disappear by itself. | |||
</noinclude> | </noinclude> |
Latest revision as of 00:50, 17 July 2024
Explanation
edit sourceThis template will create an icon together with the title of an item's feature.
For example, inserting {{Feature icon|Solid}}
will display:
Solid —
It is also possible to describe the absence of a feature by adding negative=true
, e.g. {{Feature icon|Solid|negative=true}}
, which will display:
Non-Solid —
List
edit sourceThe following is a list of all available feature icons, along with their usual descriptions. Of course, it is up to the editor to add or change things about a description if it would be relevant to a certain item.
Weapon — Used by the contestant as their main source of damage. Only one weapon can be used at a time, but up to four reserve weapons can be brought and swapped to while not in the arena.
Gadget — Used by the contestant as an offensive, defensive or utility tool, and automatically recharges after being used. Three gadgets are carried at a time, but up to four reserve gadgets can be brought and swapped to while not in the arena.
Specialization — Used by the contestant as a special, more powerful type of gadget. Contestants select one specialization in addition to their regular gadgets, and cannot change it for the rest of the round or tournament.
Melee — Strikes targets close to the contestant. Can attack forever without reloading.
Single Fire — Fires once when the trigger is pulled. The trigger must be released before firing again.
Automatic Fire — Continues to fire automatically until the trigger is released.
Burst Fire — Releases multiple shots in quick succession with each fire.
Multi-Shot — Releases multiple rounds at the same time with each shot, each dealing minor damage.
Hitscan — Uses a hitscan to fire rounds. The hitscan travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.
Projectile — Deploys as a projectile which is affected by gravity and has a travel time.
Attack Sequence — Has a consistent pattern of attacks.
Alternate Attack — Has an alternate attack.
Aim Down Sights — Has the ability to aim down sights, significantly increasing accuracy. Iron sights replace the crosshairs.
Scope — Has a scope. Enabling the scope will zoom in the screen and overlay it with a duplex reticle, granting near-perfect accuracy.
Variable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.
Critical Hit — Critically hits on headshots, applying a damage multiplier.
Full Reload — Replaces the entire magazine in one animation on reload.
Round Reload — Inserts a single round on reload. The next round(s) will also start reloading automatically until the magazine is full or the animation is cancelled.
Infinite Ammo — Does not need to reload.
Damaging — Deals damage to contestants.
Grenade — Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator.
Bounce — Bounces away when the projectile collides with a surface or contestant.
Trigger on Impact — Triggers when the projectile collides with a surface or contestant.
Placeable — Can be placed on a surface. An indicator shows the target placement.
Held — The specialization slot needs to be swapped to before the gadget can be used, meaning it can be held in hand.
Toggle — Can be enabled and disabled by reactivating.
Remote Controlled — Comes with a remote to trigger all deployed zzs from any distance.
Targeted — Needs to target something to be used.
Self Targeted — Immediately applies an effect to the contestant that used it.
Mid Range Falloff — Deals reduced damage when hitting targets at a moderate distance (falloff starts at less than 30m).
High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).
Explosive — Deals damage in an area of effect that can be intercepted by structures and shields.
Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.
Moderate Structure Damage — Damages structures. Takes a few seconds or multiple charges to break a concrete wall.
Major Structure Damage — Damages structures. Instantly destroys a concrete wall.
Blocking — Absorbs damage from enemy bullets, deflects projectiles and blocks explosions.
Incendiary — Creates fire, which can spread to nearby goo and foliage and burn them down. It can also light up contestants.
Support — Applies a positive effect to teammates.
Movement — Provides a special mode of transport for contestants.
Immobilizing — Stops affected contestants from moving.
Detecting — Reveals the position of affected contestants to the user's team. The detection is visible through walls. A warning is shown to detected contestants.
Glitching — Glitches affected contestants, making them unable to use gadgets and obfuscating their HUD.
Disabling — Disables glitchable gadgets.
Visibility — Affects the line of sight of the user and/or opponents.
Battery Charge — Uses up charge while used. Recharges over time.
Multiple Charges — Can be used more than once. When a charge is used, it automatically recharges over the cooldown time.
Gadget Reload — Needs to go through a reloading animation once the gadget is used and a new charge is ready to be loaded.
Arming Time — Disarmed when initially deployed or while picked up as an attachment. Does not detect enemies while disarmed. Arms automatically after a wind-up time.
Attached — Attaches to a surface upon deployment. Sticks to the surface even if it moves. Can be attached to carriable objects, adding weight to them.
Solid — Has its own collision, meaning contestants can stand on it.
Interceptible — Can be detected and safely removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.
Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Can also be destroyed by the user's team.
Glitchable — Can be disabled by a Glitch Grenade or Glitch Barrel.
Reshapeable — Can be reshaped by the Data Reshaper into a piece of decor by opponents.
Retrievable — Can be picked up after being deployed to restore a charge.
Limited Duration — Lasts for a limited time.
Deployment Limit — Can be deployed a limited number of times.
Disarms User — Forces the user to stop using their other items to be able to use the gadget effectively.
Friendly Fire — Can damage both the user and their teammates.
Usable by Opponents — Can be used by opponents to their advantage.
Reversible — Can be used against the user's team, if an opponent triggers the explosion by destroying the gadget. Any damage and eliminations are attributed to the opponent.
Examples of negative features:
No Critical Hit — Does not critically hit, regardless of where the target was struck.
Not Damaging — Does not inflict damage.
Single Charge — Can be used once, then recharges automatically over the cooldown time.
Not Interceptible — Can not be detected or removed by the APS Turret.
No Limited Duration — Does not disappear by itself.