Template:Charger data S2: 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;"> | ||
{{MainMobilityAndMatchmakingRange | |||
* Ink consumption scales from {{#expr: 100 * {{{MinChargeInkConsume}}} }}% to {{#expr: 100 * {{{MaxChargeInkConsume}}} }}% depending on the charge level.{{#ifeq: {{{MaxChargeInkConsume}}} | {{{FullChargeInkConsume}}} | | At full charge, the ink consumption is {{#expr: 100 * {{{FullChargeInkConsume}}} }}%.}} | | mobility class = {{{mobility class|}}} | ||
** The full-charge ink consumption of {{#expr: 100 * {{{FullChargeInkConsume}}} }}% allows players to fire {{#expr: floor( 1 / {{{FullChargeInkConsume}}} ) }} shots before needing to refill the ink supply. | | matchmaking range = {{{matchmaking range|}}} | ||
** This stat can be changed with [[Ink Saver (Main)]]. | | name = {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}} | ||
* The | }}{{#ifeq: {{{MinChargeInkConsume}}} | {{{MaxChargeInkConsume}}} | | ||
* Ink consumption is always {{#expr: 100 * {{{MinChargeInkConsume}}} }}%, regardless of charge level. | |||
| | |||
* Ink consumption scales from {{#expr: 100 * {{{MinChargeInkConsume}}} }}% to {{#expr: 100 * {{{MaxChargeInkConsume}}} }}% depending on the charge level. {{#ifeq: {{{MaxChargeInkConsume}}} | {{{FullChargeInkConsume}}} | | At full charge, the ink consumption is {{#expr: 100 * {{{FullChargeInkConsume}}} }}%.}} | |||
}} | |||
** The full-charge ink consumption of {{#expr: 100 * {{{FullChargeInkConsume}}} }}% allows players to fire {{#expr: floor( 1 / {{{FullChargeInkConsume}}} ) }} shots before needing to refill the ink supply.<!-- | |||
-->{{#ifeq: {{{hide ability|}}} | true | | | |||
** This stat can be changed with [[Ink Saver (Main)]]. | |||
}}{{#ifeq: {{{SniperCameraMoveEndChargeRate|}}} | 0 | | | |||
* The scoped view begins to appear at {{#expr: {{{SniperCameraMoveStartChargeRate}}} * 100 }}% charge and becomes fully zoomed in at {{#expr:{{{SniperCameraMoveEndChargeRate}}} * 100 }}% charge. | |||
* The scope limits the y-axis field of view to {{{SniperCameraFovy}}} degrees. | * The scope limits the y-axis field of view to {{{SniperCameraFovy}}} degrees. | ||
}}{{#ifeq: {{{SquidChangeReduceWaitFullFrame|0}}} | 0 | | }}{{#ifeq: {{{SquidChangeReduceWaitFullFrame|0}}} | 0 | | ||
* The {{PAGENAME}} cannot store its charge. | * The {{PAGENAME}} cannot store its charge. | ||
| | | | ||
* The {{PAGENAME}} can store its charge while | * The {{PAGENAME}} can store its charge while submerged in ink. | ||
** A stored charge can be held for up to {{#expr: {{{SquidChangeReduceWaitFullFrame}}} / 60 round 2 }} seconds. | ** A stored charge can be held for up to {{#expr: {{{SquidChangeReduceWaitFullFrame}}} / 60 round 2 }} seconds. | ||
** {{#ifeq: {{{ChargeKeepAnytime|FALSE}}} | TRUE | The {{PAGENAME}} can store incomplete charges. | The {{PAGENAME}} can only store its charge if the weapon is fully charged. }} | ** {{#ifeq: {{{ChargeKeepAnytime|FALSE}}} | TRUE | The {{PAGENAME}} can store incomplete charges. | The {{PAGENAME}} can only store its charge if the weapon is fully charged. }} | ||
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}} | }} | ||
* It takes {{#expr: {{{FullChargeFrame}}} / 60 round 2 }} second{{#ifeq: {{{FullChargeFrame}}} | 60 | | s }} to fully charge the weapon.<!-- | * It takes {{#expr: {{{FullChargeFrame}}} / 60 round 2 }} second{{#ifeq: {{{FullChargeFrame}}} | 60 | | s }} to fully charge the weapon.<!-- | ||
-->{{#ifexpr: {{{MaxChargeDamage}}} > 1000 | | -->{{#ifexpr: {{{MaxChargeDamage|}}} > 1000 and {{{MaxChargeDamage|}}} > {{{MinChargeDamage|}}} | | ||
** It takes {{#expr: (((1000 − {{{MinChargeDamage}}}) / (({{{MaxChargeDamage}}} - {{{MinChargeDamage}}}) / ({{{FullChargeFrame}}} - {{{MinChargeFrame}}}))) + {{{MinChargeFrame}}} ) / 60 round 2 }} seconds to reach 100 damage. This is {{#expr: (((1000 − {{{MinChargeDamage}}}) / (({{{MaxChargeDamage}}} - {{{MinChargeDamage}}}) / ({{{FullChargeFrame}}} - {{{MinChargeFrame}}}))) + {{{MinChargeFrame}}}) / {{{FullChargeFrame}}} * 100 round 2 }}% of the charge circle. | ** It takes {{#expr: (((1000 − {{{MinChargeDamage}}}) / (({{{MaxChargeDamage}}} - {{{MinChargeDamage}}}) / ({{{FullChargeFrame}}} - {{{MinChargeFrame}}}))) + {{{MinChargeFrame}}} ) / 60 round 2 }} seconds to reach 100 damage. This is {{#expr: (((1000 − {{{MinChargeDamage}}}) / (({{{MaxChargeDamage}}} - {{{MinChargeDamage}}}) / ({{{FullChargeFrame}}} - {{{MinChargeFrame}}}))) + {{{MinChargeFrame}}}) / {{{FullChargeFrame}}} * 100 round 2 }}% of the charge circle. | ||
}}<!-- Note: the combination of midair and empty tank is the same as empty tank. --> | }}<!-- Note: the combination of midair and empty tank is the same as empty tank. --> | ||
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* Fully charged shots will {{#ifeq: {{{FullChargePierce}}} | FALSE | not }} pierce opponents. | * Fully charged shots will {{#ifeq: {{{FullChargePierce}}} | FALSE | not }} pierce opponents. | ||
* When charging while moving, the player's movement speed is set to {{{MoveSpeed}}} units per frame. | * When charging while moving, the player's movement speed is set to {{{MoveSpeed}}} units per frame. | ||
* After firing, there is a 20 frame cooldown before the ink tank starts refilling. | |||
{{#ifeq: {{{MinChargeDamage}}} | {{{MaxChargeDamage}}} | | |||
* Damage is always {{#expr: {{{MinChargeDamage}}} / 10 }}, regardless of charge level. | |||
| | |||
* Damage scales from {{#expr: {{{MinChargeDamage}}} / 10 }} to {{#expr: {{{MaxChargeDamage}}} / 10 }} depending on the charge level. {{#ifeq: {{{MaxChargeDamage}}} | {{{FullChargeDamage}}} | | At full charge, the damage is {{#expr: {{{FullChargeDamage}}} / 10 }}.}} | * Damage scales from {{#expr: {{{MinChargeDamage}}} / 10 }} to {{#expr: {{{MaxChargeDamage}}} / 10 }} depending on the charge level. {{#ifeq: {{{MaxChargeDamage}}} | {{{FullChargeDamage}}} | | At full charge, the damage is {{#expr: {{{FullChargeDamage}}} / 10 }}.}} | ||
{{#ifeq: {{{InitVelMinCharge}}} | {{{InitVelMaxCharge}}} | | }}{{#ifeq: {{{InitVelMinCharge}}} | {{{InitVelMaxCharge}}} | | ||
* Shot velocity is always {{{InitVelMinCharge}}}, regardless of charge level. | * Shot velocity is always {{{InitVelMinCharge}}}, regardless of charge level. | ||
| | | | ||
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The order of information is currently: | The order of information is currently: | ||
# Weight | # Weight | ||
# Matchmaking range | |||
# Ink consumption | # Ink consumption | ||
# Fire rate | # Fire rate | ||
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The goal is to turn raw numbers into useful sentences. If a parameter is not notable, or not well understood, this template should not output anything for that parameter. | The goal is to turn raw numbers into useful sentences. If a parameter is not notable, or not well understood, this template should not output anything for that parameter. | ||
Most data and parameter names are sourced from the game's weapon parameter files. The following template parameters were not found in the game's weapon parameter files. The names of these parameters were taken from ''Lean's Splatoon 2 Weapon and Gear Database'': | |||
* <code> | * <code>mobility class</code> | ||
* <code>matchmaking range</code> | |||
* <code>ink saver level</code> | |||
* <code>stealth acceleration</code> | |||
* <code>main power up effect</code> | |||
* <code>shoot move velocity type</code> | |||
== Parameters == | == Parameters == | ||
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== Example == | == Example == | ||
Goo Tuber | === Goo Tuber === | ||
{{ | {{Charger data S2 | ||
| | | name = Goo Tuber | ||
| mobility class = middle | |||
| matchmaking range = 210 | |||
| ink saver level = middle | |||
| stealth acceleration = middle | |||
| main power up effect = Increases damage. | |||
| shoot move velocity type = B | |||
| AirChargeRateByEmpty = 1 | | AirChargeRateByEmpty = 1 | ||
| ChargeKeepAnytime = TRUE | | ChargeKeepAnytime = TRUE | ||
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* https://leanny.github.io/param/parameter_charger_en.html | * https://leanny.github.io/param/parameter_charger_en.html | ||
* https://leanny.github.io/splat2new/parameters.html | * https://leanny.github.io/splat2new/parameters.html | ||
* https://leanny.github.io/splat2new/database.html | |||
[[Category:Data templates]] | [[Category:Data templates]] | ||
</noinclude> | </noinclude> |
Latest revision as of 18:37, 25 April 2023
This template takes charger weapon parameters as input and generates a list of facts about the weapon.
Template design notes
The order of information is currently:
- Weight
- Matchmaking range
- Ink consumption
- Fire rate
- Player movement speed
- Cooldown before ink refill
- Damage
- Shot radius
- Accuracy
- Velocity, range
- Ink droplet details
If the order is changed, make sure to also change the order in other data section templates.
The goal is to turn raw numbers into useful sentences. If a parameter is not notable, or not well understood, this template should not output anything for that parameter.
Most data and parameter names are sourced from the game's weapon parameter files. The following template parameters were not found in the game's weapon parameter files. The names of these parameters were taken from Lean's Splatoon 2 Weapon and Gear Database:
mobility class
matchmaking range
ink saver level
stealth acceleration
main power up effect
shoot move velocity type
Parameters
This is a complete list of charger parameters from Splatoon 2.
Name | Description |
---|---|
AirChargeRateByEmpty | Charge rate multiplier in air when out of ink |
ChargeKeepAnytime | Allow partial charge hold |
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge |
CoopFullChargeDamage | Damage when full charge (Salmon Run) |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) |
CoopFullChargeSplashPaintRadius | |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) |
FreezeFrmFullCharge | Freeze frame on full charge |
FreezeFrmMinCharge | Freeze frame on minimum charge |
FullChargeDamage | Damage when full charge |
FullChargeDamageRate_MWPUG_High | |
FullChargeDamageRate_MWPUG_Mid | |
FullChargeDamage_MWPUG_Max | |
FullChargeDistance | Distance when full charge |
FullChargeDistance_MWPUG_High | |
FullChargeDistance_MWPUG_Mid | |
FullChargeFrame | Number of frames until full charge (X) |
FullChargeInkConsume | Ink consumption when full charge |
FullChargePaintRadiusRateGroundToOther | Full charged: Paint radius ratio of droplets when weapon hits the ground |
FullChargePaintRadiusRateLastSplashToOther | Full charged: Paint radius ratio of last droplet |
FullChargePierce | フルチャージ時のプレイヤー等の貫通 |
FullChargeSplashPaintRadius | Full charged: Splash radius |
InitVelFullCharge | Shoot velocity at full charge |
InitVelMaxCharge | Maximum shoot velocity before full charge |
InitVelMinCharge | Minimum shoot velocity |
JumpGnd | Full charge: Jump value |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player |
MaxChargeDamage | Damage just before full charge |
MaxChargeHitSplashNum | Splash number just before full charge |
MaxChargeInkConsume | Ink consumption just before full charge |
MaxChargePaintRadiusRateGroundToOther | Before full charge: Paint radius ratio of droplets when weapon hits the ground |
MaxChargePaintRadiusRateLastSplashToOther | Before full charge: Paint radius ratio of last droplet |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius |
MaxDistance | Maximum distance before full charge |
MaxDistance_MWPUG_High | |
MaxDistance_MWPUG_Mid | |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player |
MinChargeDamage | Minimum damage |
MinChargeFrame | Minimum charge frame |
MinChargeHitSplashNum | Minimum charge: Splash number |
MinChargeInkConsume | Minimum ink consumption |
MinChargePaintRadiusRateGroundToOther | Minimum charge: Paint radius ratio of droplets when weapon hits the ground |
MinChargePaintRadiusRateLastSplashToOther | Minimum charge: Paint radius ratio of last droplet |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius |
MinDistance | Minimum distance |
MinMaxChargeDamageRate_MWPUG_High | |
MinMaxChargeDamageRate_MWPUG_Mid | |
MinMaxChargeDamage_MWPUG_Max | |
MoveSpeed | Movement speed while charging |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears |
SniperCameraFovy | Fovy after ending sniper camera |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet |
SplashSplitNum | Number of droplet splits (Z) |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction |
VelGnd_Bias | Deceleration curve |
VelGnd_DownRt | Deceleration delay |
Example
Goo Tuber
- The Goo Tuber is a middleweight weapon.
- The matchmaking range is 210. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
- Ink consumption scales from 2% to 15% depending on the charge level.
- The full-charge ink consumption of 15% allows players to fire 6 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- The Charger data S2 can store its charge while submerged in ink.
- A stored charge can be held for up to 5 seconds.
- The Charger data S2 can store incomplete charges.
- The delay between being submerged in ink with a stored charge and being able to fire the charge is 15 frames.
- The delay between being submerged in ink with a stored charge and the laser appearing is 10 frames.
- It takes 1.25 seconds to fully charge the weapon.
- It takes 0.88 seconds to reach 100 damage. This is 70.22% of the charge circle.
- When charging a shot with an empty tank, the charge rate is 33.33%, permitting the player to fully charge a shot in 3.75 seconds.
- When charging a shot while in the air, the charge rate is 33.33%, permitting the player to fully charge a shot in 3.75 seconds.
- Fully charged shots will pierce opponents.
- When charging while moving, the player's movement speed is set to 0.3 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Damage scales from 40 to 130 depending on the charge level. At full charge, the damage is 180.
- Shot velocity scales from 24 to 48 depending on the charge level.
- Shot distance scales from 126 to 188 depending on the charge level. At full charge, the distance is 198.