Editing Reload Time

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== Overview ==
== Overview ==
Each weapon has either a '''full''' or '''single''' reload type. Using a [[Melee Attack]] or [[Mechanics#Movement|Dashing]] will interrupt the reload until the melee or dash animation is finished.
Each weapon has either a '''full''' or '''single''' reload type. Using a [[Melee Attack]] or [[Mechanics#Movement|Dashing]] will interrupt the reload until the melee or dash animation is finished.  


A notable exception is {{HeroIcon|Billy}}, whose reload is not interrupted when performing a light melee attack.  
A notable exception is {{HeroIcon|Billy}}, whose reload is not interrupted when performing a light melee attack.  


=== Full Reload and Single Reload ===
=== Full Reload ===
Most heroes will reload their weapon's entire magazine at once, with a consistent reload time regardless of ammo left.
Full reload weapons will reload the entire magazine at once. These weapons can be reloaded immediately after firing a shot.  


{{HeroIcon|Abrams}}' and {{HeroIcon|Silver}}'s weapons are reloaded one shell at a time, and the reload can be interrupted by firing their weapon before it's finished. For these weapons, the time to reload a full magazine depends on how much ammo was left before reloading. These heroes also have a short delay to start reloading after firing their weapon.
Most heroes have full reload weapons.
{{#invoke:HeroDataArrays|heroReloadDelayTable}}
 
=== Single Reload ===
SIngle reload weapons are reloaded one ammo unit at a time, and the reload can be interrupted before it's finished. The time to reload a full magazine depends on how much ammo was left before reloading.
 
These weapons have a 0.7s delay to start reloading after firing a shot, unlike full reload weapons.
 
Only [[Abrams]] and [[Fathom]] have single reload weapons.


=== Base Reload Time ===
=== Base Reload Time ===
Values referenced from [[Hero Comparison Table]].
Values referenced from [[Hero Attributes Table]].


Notes:  
Note: Abrams has a 0.35s delay to start reloading and reloads one shell at a time, making it 3.5s to reload a full starting ammo clip.
* {{HeroIcon|Abrams}} and {{HeroIcon|Silver}} take {{#expr:{{#invoke:HeroData|get_hero_var|hero_atlas|ClipSize}}*{{#invoke:HeroData|get_hero_var|hero_atlas|ReloadTime}}round2}}s and {{#expr:{{#invoke:HeroData|get_hero_var|hero_werewolf|ClipSize}}*{{#invoke:HeroData|get_hero_var|hero_werewolf|ReloadTime}}}}s to reload a full starting ammo clip, respectively (not counting reload delay).
* {{HeroIcon|Silver (Transformed)}}'s reload is incorrect, since she has no reload.
{{#invoke:HeroDataArrays|heroReloadTable}}
{{#invoke:HeroDataArrays|heroReloadTable}}


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* {{ItemIcon|Active Reload}} allows the player to skip 50% of the reload by adding a quick-time event in the reload bar. Active Reload's activation window lasts 0.3s.
* {{ItemIcon|Active Reload}} allows the player to skip 50% of the reload by adding a quick-time event in the reload bar. Active Reload's activation window lasts 0.3s.
* {{ItemIcon|Crushing Fists}} will restore {{#invoke:ItemData|get_prop|Crushing Fists|LightMeleeAmmo}} ammo on a light melee and 30% ammo on a heavy melee.
* {{ItemIcon|Crushing Fists}} will restore {{#invoke:ItemData|get_prop|Crushing Fists|LightMeleeAmmo}}% ammo on a light melee and {{#expr: {{#invoke:ItemData|get_prop|Crushing Fists|LightMeleeAmmo}} * {{#invoke:ItemData|get_prop|Crushing Fists|HeavyMeleeMultiplier}} }}% ammo on a heavy melee.
* {{ItemIcon|Quicksilver Reload}} and {{ItemIcon|Mercurial Magnum}} will reload the player's weapon when using the ability imbued by this item.
* {{ItemIcon|Quicksilver Reload}} and {{ItemIcon|Mercurial Magnum}} will reload the player's weapon when using the ability imbued by this item.
* {{ItemIcon|Vampiric Burst}} will cancel reloading and add {{#invoke:ItemData|get_prop|Vampiric Burst|ActiveReloadPercent}} base ammo to the player's clip, adding bonus ammo to any amount over the clip capacity.
* {{ItemIcon|Vampiric Burst}} will cancel reloading and add {{#invoke:ItemData|get_prop|Vampiric Burst|ActiveReloadPercent}} base ammo to the player's clip, adding bonus ammo to any amount over the clip capacity.
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