Template:Shooter data S2: Difference between revisions
From Inkipedia, the Splatoon wiki
m (Linked to L-3 Nozzlenose.) |
m (Since it's an example, I don't think linking it would be useful) |
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==Example== | ==Example== | ||
=== | === L-3 Nozzlenose === | ||
{{shooter data | {{shooter data | ||
| name = L-3 Nozzlenose | | name = L-3 Nozzlenose |
Revision as of 02:27, 31 August 2021
This template takes shooter weapon parameters as input and generates a list of facts about the weapon.
Notes
Blasters have a duplicate parameter, PostDelayFrm_Main. The value in the first group seems to be unused.
Parameters
This is a complete list of shooter parameters from Splatoon 2.
Name | Description |
---|---|
AutoShot | Automatic firing (not used if triple shot is greater than 0) |
BurstAimMoveFrm | Shift frame |
ColRadius | Field collision radius |
CoopDamageMax | Maximum damage (Salmon Run) |
CoopDamageMin | Minimum damage (Salmon Run) |
CoopInkConsume | Ink consumption (Salmon Run) |
CreateSplashLength | Splash movement distance |
CreateSplashNum | Number of splash occurrences |
DamageMax | Maximum damage |
DamageMin | Minimum damage |
DamageRate_MWPUG_High | |
DamageRate_MWPUG_Mid | |
DamageReduceEndFrame | Frame after shooting with minimum damage amount |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) |
Damage_MWPUG_Max | |
DegBias | Maximum bias |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) |
DegBiasKf | Bias transition (not used for Splatlings) |
DegBiasMin | Minimum bias (not used for Splatlings) |
DegBias_MWPUG_High | |
DegBias_MWPUG_Mid | |
DegJumpBias | Maximum Bias (Jumping) |
DegJumpBiasFrame | Bias end frame (Jumping) |
DegJumpBiasInterpolateRate_MWPUG_High | |
DegJumpBiasInterpolateRate_MWPUG_Mid | |
DegJumpBiasStartFrame | Bias reduction starting frame (Jumping) |
DegJumpBias_MWPUG_High | |
DegJumpBias_MWPUG_Mid | |
DegJumpRandom | Degree of randomness for jumping |
DegJumpRandom_MWPUG_High | |
DegJumpRandom_MWPUG_Mid | |
DegRandom | Default degree of randomness |
DegRandom_MWPUG_High | |
DegRandom_MWPUG_Mid | |
DrawRadius | Drawing size |
ForceDropNearestSplashAddNum | Forces a splash even if you already shot the number of bullets needed. (0 for Off) |
GuideCheckCollisionFrame | Guide collision check frame (Guide cursor display frame when not hit) |
InitVel | Initial Velocity Z (Unused for Splatlings) |
InitVelRate_MWPUG_High | |
InitVelRate_MWPUG_Mid | |
InkConsume | Ink consumption (maximum charge for splatlings) |
InkMagazineRatio | |
InkRecoverStop | Ink recovery restart frame |
KnockBack | Knockback |
MoveSpeed | Movement speed while charging |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) |
NearestSplashMaxScaleClamp | Closest splash occurance |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place |
PaintFarDistance | Distance painted distance |
PaintFarRadius | Distance painted radius |
PaintMaxScaleClampA | |
PaintMaxScaleClampB | |
PaintMiddleDistance | |
PaintMiddleRadius | |
PaintMinScaleClampA | |
PaintMinScaleClampB | |
PaintNearDistance | Front paint distance |
PaintNearRadius | Previous filling radius |
PaintScaleOriginal | |
PlayerColRadius | Player collision radius (same as field collision radius when negative) |
PostDelayFrm_Main | 攻撃後:硬直F |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) |
SplashColRadius | Splash collision radius |
SplashDrawRadius | Splash drawing size |
SplashMaxScaleClamp | Other Splashes |
SplashMaxScaleHighest | Use maximum stretch scale if the height to landing is less than this value |
SplashMinScaleClamp | Minimum Stretch Scale |
SplashMinScaleHighest | Use the minimum extension scale if the height to landing is over this value |
SplashPaintRadius | Splash filling radius |
SplashPaintRadius_MWPUG_High | |
SplashPaintRadius_MWPUG_Mid | |
SplashSplitNum | Number of droplet splits (Z) |
SquidShootAnimationTimes | |
SquidShootShorteningFrame | |
StraightFrame | Number of rectilinear frames of a bullet |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) |
TripleShotSpan | Triple shot interval in frames (0 for normal shot, unused for Spatlings) |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) |
Blasters have additional parameters.
Name | Description |
---|---|
BurstFrame | 爆発フレーム(0で強制オフ) |
CollisionRadiusFar | 小ダメージ半径 |
CollisionRadiusMiddle | 中ダメージ半径 |
CollisionRadiusNear | 大ダメージ半径 |
CoopDamageFar | 小ダメージ量 |
CoopDamageMiddle | 中ダメージ量 |
CoopDamageNear | 大ダメージ量 |
DamageFar | [#]小ダメージ量 |
DamageMiddle | [#]中ダメージ量 |
DamageNear | [#]大ダメージ量 |
HitWallSplashDistanceRate | ヒットXZ位置までの距離の何倍飛ばすか(0なら壁塗りしません) |
HitWallSplashLength | ヒット位置からの長さ |
HitWallSplashMinusYRate | 発生角度のメインの弾の角度と下方向の比率 |
HitWallSplashPaintFallRadius | 壁垂れ塗り半径 |
HitWallSplashPaintShockRadius | 壁衝撃塗り半径 |
KnockBackRadius | ノックバック半径(床壁プレイヤーヒット時は「床壁プレイヤーヒット時」の半径率が掛けられます) |
MoveLength | 飛行距離 |
PostDelayFrm_Main | 攻撃後:硬直F |
PreDelayFrm_HumanMain | 攻撃前:遅延追加F(ヒト中) |
PreDelayFrm_SquidMain | 攻撃前:遅延追加F(イカ中) |
ShotCollisionHitDamageRate | 空中爆発時からのダメージ率 |
ShotCollisionHitRadiusRate | 空中爆発時からの半径率 |
SphereSplashDropCollisionRadius | コリジョン半径 |
SphereSplashDropDrawRadius | 描画半径 |
SphereSplashDropInitSpeed | 初速 |
SphereSplashDropOn | 放出(On時は周囲拡散の[ローカルX軸回転-90度 ワールドY軸回転0度]は発生しません) |
SphereSplashDropPaintRadius | 塗り半径(空中爆発時) |
SphereSplashDropPaintShotCollisionHitRadius | 塗り半径(床壁プレイヤーヒット時) |
SphereSplashNoOccurRoundYOverRoundXMinus | Y軸回転が90度を超えていてX軸回転が0を下回っているとき |
SphereSplashNoOccurRoundYOverRoundXPlus | Y軸回転が90度を超えていてX軸回転が0を超えているとき |
SphereSplashPaintRadius | 空中爆発時 |
SphereSplashPaintShotCollisionHitRadius | 床壁プレイヤーヒット時 |
SphereSplashRoundAxisX | 角度1 |
SphereSplashRoundAxisX | 角度2 |
SphereSplashRoundAxisX | 角度3 |
SphereSplashRoundAxisY | 角度1 |
SphereSplashRoundAxisY | 角度2 |
SphereSplashRoundAxisY | 角度3 |
SphereSplashRoundAxisY | 角度4 |
WallDropPaintFallRadius | 壁垂れ塗り半径 |
WallDropPaintGroundRadius | 床塗り半径 |
WallDropPaintShockRadius | 壁衝撃塗り半径 |
WallDropPaintTargetAlpha | 初期目標アルファ |
WallDropPaintTargetFrameMax | 初期目標速度到達フレーム最大 |
WallDropPaintTargetFrameMin | 初期目標速度到達フレーム最小 |
WallDropPaintTargetSpeed | 初期目標速度 |
WallDropPaintTargetAlpha | 中間期目標終了アルファ |
WallDropPaintTargetFrame | 中間期目標速度到達フレーム |
WallDropPaintTargetSpeed | 中間期目標速度 |
WallDropPaintTargetAlphaEnd | 最終期速度0移行値終了アルファ |
WallDropPaintTargetAlphaMid | 最終期速度0移行値中間アルファ |
WallDropPaintTargetAlphaRate | 最終期速度0移行値中間フレーム率 |
WallDropPaintTargetFrameMax | 最終期速度0到達フレーム最大 |
WallDropPaintTargetFrameMin | 最終期速度0到達フレーム最小 |
WallHitPaintRadius | 塗り半径 |