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This template contains various independently retrievable data items about Attack windup in the form of parameter values of a variable template of choice, in a standardized fashion.

See also

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Attack windup

A unit's attack windup is the portion of their attack animation that must be completed in order to hit the target. Once the attack windup has been completed, the attack cannot be interrupted and you may perform other commands. Optimizing movement commands around the attack windup is known as Stutter-stepping.

Champions with a modifier listed after their attack windup have their windup time modified compared to the value you would expect given bonus attack speed. This makes the percentage inaccurate once the champion exceeds their base attack speed. To calculate a champion's windup time factoring a windup modifier, use the following formula:

bWindupTime + ((cAttackTime  ×  WindupPercent) – bWindupTime)  ×  WindupModifier

If the champion's base attack speed is equal to their attack speed ratio then the formula can be simplified to:

cAttackTime  ×  WindupPercent  ×  (1 + bonus attack speed%  ×  (1 - WindupModifier))
  • cAttackTime: Current attack timer, which is equal to 1 ÷ total attack speed.
  • WindupPercent: Wind-up percentage, as a decimal (e.g. 30% == 0.3).
  • bWindupTime: Base wind-up time, which is equal to (1 ÷ base attack speed) × WindupPercent.
  • WindupModifier: The attack's wind-up modifier, as a decimal.


Parameters

Parameter Value Description
1 Attack windup Necessary: Used for identification.
disp_name Display Name
Only necessary if the value differs from Attack windup.
link Basic attack#Windup Link
Only necessary if it should link to a different page.
description A unit's attack windup is the portion of their attack animation that must be completed in order to hit the target. Once the attack windup has been completed, the attack cannot be interrupted and you may perform other commands. Optimizing movement commands around the attack windup is known as Stutter-stepping.

Champions with a modifier listed after their attack windup have their windup time modified compared to the value you would expect given bonus attack speed. This makes the percentage inaccurate once the champion exceeds their base attack speed. To calculate a champion's windup time factoring a windup modifier, use the following formula:

bWindupTime + ((cAttackTime  ×  WindupPercent) – bWindupTime)  ×  WindupModifier

If the champion's base attack speed is equal to their attack speed ratio then the formula can be simplified to:

cAttackTime  ×  WindupPercent  ×  (1 + bonus attack speed%  ×  (1 - WindupModifier))
  • cAttackTime: Current attack timer, which is equal to 1 ÷ total attack speed.
  • WindupPercent: Wind-up percentage, as a decimal (e.g. 30% == 0.3).
  • bWindupTime: Base wind-up time, which is equal to (1 ÷ base attack speed) × WindupPercent.
  • WindupModifier: The attack's wind-up modifier, as a decimal.
Description
description2 Description2
type Buzzword Type
image false Image, including filetype.
image2
image3
interrupts Interrupts (CC)
reduction Reduction (CC)
resist Resist (CC)
removal Removal (CC)
footer Description that is placed at the bottom of all other things.

All tip data templates use the same parameter.

Retrieval of data items

{{data Attack windup|pst2|interrupts}}, using parameter selection template Template:Pst2, gives the parameter interrupts, etc.

For retrieval of more data items it is more efficient to prepare a template for that, to be used as follows:

{{data Attack windup|template name|..|..|..|..}}

so that this data template needs to be called only once.[1] The default template is Template:Tip data, producing this page.

The four parameters are optional, they are passed on to the prepared template as parameters 2-5.

A parameter being undefined or empty typically means the same, see below. {{data ..|pst2|..}} gives the empty string and the text "{{{..}}}", respectively. Therefore, an application checking the parameter has to check both. Checking whether a result is equal to e.g. the text "{{{popinc}}}" cannot be done directly with #ifeq in a template which itself has also a parameter with that name, because if that is defined, there would be a comparison with the value instead of the text itself. Instead, it can be checked whether the first character of the result is "{", e.g.: {{#ifeq:{{padleft:|1|{{data {{{continent}}}|pst2|popinc}}}}|{|..|..}}. Until here the documentation is automatically generated by Template:Tip data.

References

  1. See the first two rows of the first table in m:Help:Array#Summary of counts for template limits.
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