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 [[weight class|{{{weight class}}}weight weapon]].
* 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
{{Charger data S
| weight class = middle
| 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.