Template:Charger data S: Difference between revisions
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<includeonly><div class="list-columns" style="column-width: 25em;"> | <includeonly><div class="list-columns" style="column-width: 25em;"> | ||
* The {{PAGENAME}} is a [[ | * The {{PAGENAME}} is a [[mobility|{{#switch: {{{mobility class}}} | low = heavyweight | middle = middleweight | high = lightweight }} weapon]]. | ||
* Ink consumption scales from {{#expr: {{{mMinChargeFrame}}} / {{{mMaxChargeFrame}}} * {{{mInkConsume}}} * 100 round 2 }}% to {{#expr: 100 * {{{mInkConsume}}} round 2 }}% depending on the charge level. | * Ink consumption scales from {{#expr: {{{mMinChargeFrame}}} / {{{mMaxChargeFrame}}} * {{{mInkConsume}}} * 100 round 2 }}% to {{#expr: 100 * {{{mInkConsume}}} round 2 }}% depending on the charge level. | ||
** The full-charge ink consumption of {{#expr: 100 * {{{mInkConsume}}} round 2 }}% allows players to fire {{#expr: floor( 1 / {{{mInkConsume}}} ) }} shots before needing to refill the ink supply. | ** The full-charge ink consumption of {{#expr: 100 * {{{mInkConsume}}} round 2 }}% allows players to fire {{#expr: floor( 1 / {{{mInkConsume}}} ) }} shots before needing to refill the ink supply. | ||
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-->{{#ifeq: {{{mSniperCameraMoveEndChargeRate|}}} | 0 | | | -->{{#ifeq: {{{mSniperCameraMoveEndChargeRate|}}} | 0 | | | ||
* The scoped view begins to appear at {{#expr: {{{mSniperCameraMoveStartChargeRate}}} * 100 }}% charge and becomes fully zoomed in at {{#expr:{{{mSniperCameraMoveEndChargeRate}}} * 100 }}% charge. | * The scoped view begins to appear at {{#expr: {{{mSniperCameraMoveStartChargeRate}}} * 100 }}% charge and becomes fully zoomed in at {{#expr:{{{mSniperCameraMoveEndChargeRate}}} * 100 }}% charge. | ||
* The scope limits the y-axis field of view to {{{mSniperCameraFovy}}} degrees. | * The scope limits the y-axis field of view to {{#expr: {{{mSniperCameraFovy}}} round 2 }} degrees. | ||
}} | }} | ||
* The {{PAGENAME}} cannot store its charge. | * The {{PAGENAME}} cannot store its charge. | ||
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* Damage scales from {{#expr: {{{mMinChargeDamage}}} * 100 round 2 }} to {{#expr: {{{mMaxChargeDamage}}} * 100 round 2 }} depending on the charge level. {{#ifeq: {{{mMaxChargeDamage}}} | {{{mFullChargeDamage}}} | | At full charge, the damage is {{#expr: {{{mFullChargeDamage}}} * 100 round 2 }}.}} | * Damage scales from {{#expr: {{{mMinChargeDamage}}} * 100 round 2 }} to {{#expr: {{{mMaxChargeDamage}}} * 100 round 2 }} depending on the charge level. {{#ifeq: {{{mMaxChargeDamage}}} | {{{mFullChargeDamage}}} | | At full charge, the damage is {{#expr: {{{mFullChargeDamage}}} * 100 round 2 }}.}} | ||
{{#ifeq: {{{mInitVelL}}} | {{{mInitVelH}}} | | {{#ifeq: {{{mInitVelL}}} | {{{mInitVelH}}} | | ||
* Shot velocity is always {{{mInitVelL}}} units per frame, regardless of charge level. | * Shot velocity is always {{#expr: {{{mInitVelL}}} round 2 }} units per frame, regardless of charge level. | ||
| | | | ||
* Shot velocity scales from {{#expr: {{{mInitVelL}}} round 2 }} to {{#expr: {{{mInitVelH}}} round 2 }} units per frame depending on the charge level. {{#ifeq: {{{mInitVelH}}} | {{{mInitVelF}}} | | At full charge, the velocity is {{#expr: {{{mInitVelF}}} round 2 }} units per frame.}} | * Shot velocity scales from {{#expr: {{{mInitVelL}}} round 2 }} to {{#expr: {{{mInitVelH}}} round 2 }} units per frame depending on the charge level. {{#ifeq: {{{mInitVelH}}} | {{{mInitVelF}}} | | At full charge, the velocity is {{#expr: {{{mInitVelF}}} round 2 }} units per frame.}} | ||
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! Name !! Description | ! Name !! Description | ||
|- | |- | ||
| mMinDistance || | | mMinDistance || The distance that the shot (and laser) travels at minimum charge. | ||
|- | |- | ||
| mMaxDistance || | | mMaxDistance || The distance that the shot (and laser) travels at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual distance. | ||
|- | |- | ||
| mFullChargeDistance || | | mFullChargeDistance || The distance that the shot (and laser) travels at maximum charge. | ||
|- | |- | ||
| mMinChargeFrame || | | mMinChargeFrame || The minimum number of charge frames to fire a shot. If the player taps the button, it will result in this minimum. | ||
|- | |- | ||
| mMaxChargeFrame || | | mMaxChargeFrame || The maximum number of charge frames to fire a shot. If the fully charges the weapon, it will result in this maximum. | ||
|- | |- | ||
| mEmptyChargeTimes || | | mEmptyChargeTimes || When charging with an empty ink tank, the charge time is multiplied by this number. | ||
|- | |- | ||
| mFreezeFrmL || | | mFreezeFrmL || | ||
|- | |- | ||
| mInitVelL || | | mInitVelL || Low initial velocity. The velocity used at minimum charge. | ||
|- | |- | ||
| mFreezeFrmH || | | mFreezeFrmH || | ||
|- | |- | ||
| mInitVelH || | | mInitVelH || High initial velocity. The velocity used at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual velocity. | ||
|- | |- | ||
| mInitVelF || | | mInitVelF || Full initial velocity. The velocity used at maximum charge. | ||
|- | |- | ||
| mInkConsume || | | mInkConsume || The ink consumption of a fully charged shot. | ||
|- | |- | ||
| mMoveSpeed || | | mMoveSpeed || The player movement speed while charging. | ||
|- | |- | ||
| mVelGnd_DownRt || | | mVelGnd_DownRt || | ||
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| mPaintRateLastSplash || | | mPaintRateLastSplash || | ||
|- | |- | ||
| mMinChargeDamage || | | mMinChargeDamage || The damage at minimum charge. | ||
|- | |- | ||
| mMaxChargeDamage || | | mMaxChargeDamage || The damage at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual damage. | ||
|- | |- | ||
| mFullChargeDamage || | | mFullChargeDamage || The damage at maximum charge. | ||
|- | |- | ||
| mSplashBetweenMaxSplashPaintRadiusRate || | | mSplashBetweenMaxSplashPaintRadiusRate || | ||
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| mSplashSplitNum || | | mSplashSplitNum || | ||
|- | |- | ||
| mSniperCameraMoveStartChargeRate || | | mSniperCameraMoveStartChargeRate || The charge percentage where the scoped view begins to appear. | ||
|- | |- | ||
| mSniperCameraMoveEndChargeRate || | | mSniperCameraMoveEndChargeRate || The charge percentage where the scoped view is fully present. | ||
|- | |- | ||
| mSniperCameraFovy || | | mSniperCameraFovy || The y-axis field of view with the scope. | ||
|- | |- | ||
| mSniperCameraPlayerAlphaChargeRate || | | mSniperCameraPlayerAlphaChargeRate || | ||
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== Example == | == Example == | ||
{{ | {{Charger data S | ||
| | | mobility class = middle | ||
| mMinDistance = 90.00000000 | | mMinDistance = 90.00000000 | ||
| mMaxDistance = 180.00000000 | | mMaxDistance = 180.00000000 |
Latest revision as of 18:39, 25 April 2023
This template takes charger weapon parameters as input and generates a list of facts about the weapon.
Parameters
This is a complete list of charger parameters from Splatoon.
Name | Description |
---|---|
mMinDistance | The distance that the shot (and laser) travels at minimum charge. |
mMaxDistance | The distance that the shot (and laser) travels at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual distance. |
mFullChargeDistance | The distance that the shot (and laser) travels at maximum charge. |
mMinChargeFrame | The minimum number of charge frames to fire a shot. If the player taps the button, it will result in this minimum. |
mMaxChargeFrame | The maximum number of charge frames to fire a shot. If the fully charges the weapon, it will result in this maximum. |
mEmptyChargeTimes | When charging with an empty ink tank, the charge time is multiplied by this number. |
mFreezeFrmL | |
mInitVelL | Low initial velocity. The velocity used at minimum charge. |
mFreezeFrmH | |
mInitVelH | High initial velocity. The velocity used at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual velocity. |
mInitVelF | Full initial velocity. The velocity used at maximum charge. |
mInkConsume | The ink consumption of a fully charged shot. |
mMoveSpeed | The player movement speed while charging. |
mVelGnd_DownRt | |
mVelGnd_Bias | |
mJumpGnd | |
mMaxChargeSplashPaintRadius | |
mPaintNearR_WeakRate | |
mPaintRateLastSplash | |
mMinChargeDamage | The damage at minimum charge. |
mMaxChargeDamage | The damage at maximum charge. This value is only used for scaling from the minimum, so it will never be the actual damage. |
mFullChargeDamage | The damage at maximum charge. |
mSplashBetweenMaxSplashPaintRadiusRate | |
mSplashBetweenMinSplashPaintRadiusRate | |
mSplashDepthMinChargeScaleRateByWidth | |
mSplashDepthMaxChargeScaleRateByWidth | |
mSplashNearFootOccurChargeRate | |
mSplashSplitNum | |
mSniperCameraMoveStartChargeRate | The charge percentage where the scoped view begins to appear. |
mSniperCameraMoveEndChargeRate | The charge percentage where the scoped view is fully present. |
mSniperCameraFovy | The y-axis field of view with the scope. |
mSniperCameraPlayerAlphaChargeRate | |
mSniperCameraPlayerInvisibleChargeRate | |
mMinChargeColRadiusForPlayer | |
mMaxChargeColRadiusForPlayer | |
mMinChargeHitSplashNum | |
mMaxChargeHitSplashNum | |
mMaxHitSplashNumChargeRate |
Example
- The Charger data S is a middleweight weapon.
- Ink consumption scales from 1.87% to 10.5% depending on the charge level.
- The full-charge ink consumption of 10.5% allows players to fire 9 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- The Charger data S cannot store its charge.
- It takes 0.75 seconds to fully charge the weapon.
- When charging a shot with an empty tank, the charge rate is 25%, permitting the player to fully charge a shot in 3 seconds.
- Shots cannot pierce through enemies.
- When charging while moving, the player's movement speed is set to 0.3 units per frame.
- Damage scales from 40 to 80 depending on the charge level. At full charge, the damage is 140.
- Shot velocity scales from 12 to 36 units per frame depending on the charge level.
- Shot distance scales from 90 to 180 depending on the charge level.