Template:Melee infobox/doc

This is the infobox for Melee Weapons/Items in Mordhau.

Example


Parameters

 * name: Name of the item. Defaults to.
 * image: Image of the item. Format: xxxxx.png (Auto sizes to 256px in width).
 * weapontype: Weapon type of the item. (e.g. One-handed, Two-handed, Shield, etc)
 * length: Length of this item's damage tracers in (cm). (Effective reach may differ depending on the animation, speed and swing manipulation).
 * altlength: Length of this item's damage tracers in alternate grip. (Effective reach may differ depending on the animation, speed and swing manipulation).
 * points: Cost of the item in loadout points.
 * cost: Cost of the item in gold to unlock the item, not including skins.
 * level: Level requirement to unlock the item.
 * altmode: Whether or not this weapon has a Melee Alt Mode, leave blank if it does not.
 * thrown: Whether this weapon is throwable, leave blank if it cannot.
 * dmghead: Slash Damage this item does to the head against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * dmgtorso: Slash Damage this item does to the torso against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * dmglegs: Slash Damage this item does to the legs against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * dmgwood: Damage this item does to wooden vehicles/defenses.
 * dmgstone: Damage this item does to stone defenses.
 * windup: Time from initiating the attack to release in (ms).
 * combo: Combo windup in (ms). (longer than single windup but faster than going through recovery).
 * release: Duration of damage dealing phase in (ms). (On a successful hit you can parry directly out of this phase - otherwise you must either combo or go through recovery).
 * recovery: How long it takes to return to idle on a miss in (ms).
 * misscost: Stamina lost on a miss.
 * feintcost: Stamina lost on a feint.
 * morphcost: Stamina lost on a morph.
 * staminadrain: When parrying a weapon, reduce their stamina drain (your stamina lost) by this much.
 * parrydrain: How much stamina this item takes to parry. (Before factoring the parrying items drain negation).
 * stoponhit: Enter Yes or No. Yes: Stops release on successful hit. No: Allows combos on successful hit.
 * cancombo: Enter Yes or No. Whether this item can combo or not.
 * knockback: Knockback factor applied on a successful hit. undefined
 * canflinch: Enter Yes or No. Yes: Interrupts enemy attacks on hit. No: Enemy attacks remain uninterrupted on hit.
 * canrepair: Enter Yes or No. Yes: Repairs structures on hit.
 * turncapx: the Horizontal turn cap
 * turncapy: the Vertical turn cap
 * stab_dmghead: Stab Damage this item does to the head against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * stab_dmgtorso: Stab Damage this item does to the torso against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * stab_dmglegs: Stab Damage this item does to the legs against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * stab_dmgwood: Stab Damage this item does to wooden vehicles/defenses.
 * stab_dmgstone: Stab Damage this item does to stone defenses.
 * stab_windup: Time from initiating the attack to release in (ms).
 * stab_combo: Combo windup in (ms). (longer than single windup but faster than going through recovery).
 * stab_release: Duration of damage dealing phase in (ms). (On a successful hit you can parry directly out of this phase - otherwise you must either combo or go through recovery).
 * stab_recovery: How long it takes to return to idle on a miss in (ms).
 * stab_misscost: Stamina lost on a miss.
 * stab_feintcost: Stamina lost on a feint.
 * stab_morphcost: Stamina lost on a morph.
 * stab_staminadrain: When parrying a weapon, reduce their stamina drain (your stamina lost) by this much.
 * stab_parrydrain: How much stamina this item takes to parry. (Before factoring the parrying items drain negation).
 * stab_stoponhit: Enter Yes or No. Yes: Stops release on successful hit. No: Allows combos on successful hit.
 * stab_cancombo: Enter Yes or No. Whether this item can combo or not.
 * stab_knockback: Knockback factor applied on a successful hit. undefined
 * stab_canflinch: Enter Yes or No. Yes: Interrupts enemy attacks on hit. No: Enemy attacks remain uninterrupted on hit.
 * stab_canrepair: Enter Yes or No. Yes: Repairs structures on hit.
 * stab_turncapx: the Horizontal turn cap
 * stab_turncapy: the Vertical turn cap
 * alt_dmghead: Slash Damage this item does to the head against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_dmgtorso: Slash Damage this item does to the torso against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_dmglegs: Slash Damage this item does to the legs against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_dmgwood: Damage this item does to wooden vehicles/defenses.
 * alt_dmgstone: Damage this item does to stone defenses.
 * alt_windup: Time from initiating the attack to release in (ms).
 * alt_combo: Combo windup in (ms). (longer than single windup but faster than going through recovery).
 * alt_release: Duration of damage dealing phase in (ms). (On a successful hit you can parry directly out of this phase - otherwise you must either combo or go through recovery).
 * alt_recovery: How long it takes to return to idle on a miss in (ms).
 * alt_misscost: Stamina lost on a miss.
 * alt_feintcost: Stamina lost on a feint.
 * alt_morphcost: Stamina lost on a morph.
 * alt_staminadrain: When parrying a weapon, reduce their stamina drain (your stamina lost) by this much.
 * alt_parrydrain: How much stamina this item takes to parry. (Before factoring the parrying items drain negation).
 * alt_stoponhit: Enter Yes or No. Yes: Stops release on successful hit. No: Allows combos on successful hit.
 * alt_cancombo: Enter Yes or No. Whether this item can combo or not.
 * alt_knockback: Knockback factor applied on a successful hit. undefined
 * alt_canflinch: Enter Yes or No. Yes: Interrupts enemy attacks on hit. No: Enemy attacks remain uninterrupted on hit.
 * alt_canrepair: Enter Yes or No. Yes: Repairs structures on hit.
 * alt_turncapx: the Horizontal turn cap
 * alt_turncapy: the Vertical turn cap
 * alt_stab_dmghead: Stab Damage this item does to the head against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_stab_dmgtorso: Stab Damage this item does to the torso against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_stab_dmglegs: Stab Damage this item does to the legs against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * alt_stab_dmgwood: Stab Damage this item does to wooden vehicles/defenses.
 * alt_stab_dmgstone: Stab Damage this item does to stone defenses.
 * alt_stab_windup: Time from initiating the attack to release in (ms).
 * alt_stab_combo: Combo windup in (ms). (longer than single windup but faster than going through recovery).
 * alt_stab_release: Duration of damage dealing phase in (ms). (On a successful hit you can parry directly out of this phase - otherwise you must either combo or go through recovery).
 * alt_stab_recovery: How long it takes to return to idle on a miss in (ms).
 * alt_stab_misscost: Stamina lost on a miss.
 * alt_stab_feintcost: Stamina lost on a feint.
 * alt_stab_morphcost: Stamina lost on a morph.
 * alt_stab_staminadrain: When parrying a weapon, reduce their stamina drain (your stamina lost) by this much.
 * alt_stab_parrydrain: How much stamina this item takes to parry. (Before factoring the parrying items drain negation).
 * alt_stab_stoponhit: Enter Yes or No. Yes: Stops release on successful hit. No: Allows combos on successful hit.
 * alt_stab_cancombo: Enter Yes or No. Whether this item can combo or not.
 * alt_stab_knockback: Knockback factor applied on a successful hit. undefined
 * alt_stab_canflinch: Enter Yes or No. Yes: Interrupts enemy attacks on hit. No: Enemy attacks remain uninterrupted on hit.
 * alt_stab_canrepair: Enter Yes or No. Yes: Repairs structures on hit.
 * alt_stab_turncapx: the Horizontal turn cap
 * alt_stab_turncapy: the Vertical turn cap
 * throw_dmghead: Thrown Damage this item does to the head against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * throw_dmgtorso: Thrown Damage this item does to the torso against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * throw_dmglegs: Thrown Damage this item does to the legs against No Armor / Light Armor / Medium Armor / Heavy Armor.
 * throw_canflinch: Enter Yes or No. Yes: Interrupts enemy attacks on hit. No: Enemy attacks remain uninterrupted on hit.
 * projectile: Speed of the weapon when thrown, in (ms).
 * gravity: Gravity scale of the weapon when thrown
 * isblockheld: Enter Yes or No. Is the block holdable (shields usually have this) or timed like a regular parry.
 * blockmovement: Any speed lock applied during a block/parry.