Template:Shooter data S2

From Inkipedia, the Splatoon wiki
Revision as of 08:21, 21 August 2020 by Heddy (talk | contribs) (Revised display of paint radius info for blasters.)

This template takes shooter weapon parameters as input and generates a list of facts about the weapon.

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)

Example

This example is for the L-3 Nozzlenose in Splatoon 2. Template:Shooter data

References