Template:Brella data S2

From Inkipedia, the Splatoon wiki

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

Notes

Some info was not found in the weapon's parameters, and was measured manually:

  • Mobility

Parameters

This is a complete list of brella parameters from Splatoon 2.

Name Description
Balance_MassCoef
CanopyAirResist Air Resistance(On the ground)
CanopyAirResistAir Air Resistance(Mid-air)
CanopyAttackedDamageRate Rate of Damage received after firing
CanopyBaseAirSpeedXZ Basic Movement XZ Speed(Mid-air)
CanopyBaseSpeed Basic Movement Speed(On the ground)
CanopyBaseSpeedComeOverRate Rate of speed limitation once basic movement speed is surpassed (Add this value to the difference)
CanopyChargeFrame Charge frames required to open the umbrella
CanopyColRadius Hit Colision Radius
CanopyCureHPPerFrame Damage restoration per frame when closing
CanopyCureWaitFrame Frame with recovery on close
CanopyDamage Damage when value is hit
CanopyDegree Angle from the side part
CanopyDestroyWaitFrame Destroy Standby Frame
CanopyDirXZ_DiffDeg_H :H
CanopyDirXZ_DiffDeg_L XZAngle:L
CanopyDirXZ_OpenBias Opening Bias
CanopyDirXZ_RotDegBias XZAngle Speed Bias
CanopyDirXZ_RotDeg_H :H
CanopyDirXZ_RotDeg_L XZAngle Speed:L
CanopyFrame Frames of persistence
CanopyGravity Gravity
CanopyHP [#]Health Points
CanopyHP_MWPUG_High
CanopyHP_MWPUG_Mid
CanopyHeight Height of long part and diameter of side part
CanopyHitOtherCanopyDamage When the strength is too weak, apply this damage to the other umbrella
CanopyHitOtherCanopyVolume Umbrella strength(If the weak one is the same, it is destroyed)
CanopyHitShieldAttackDamage Damage taken by the shield
CanopyHitShieldReceiveDamage Damage taken by the umbrella
CanopyHoldKnockBackCoreImpact Strength(Before moving)
CanopyInitSpeed Initial Speed
CanopyKeepSpeedFrame Frame at which Initial Speed is Basic Movement Speed(On ground, Mid-air XZ)
CanopyModelInvisible Hide Model
CanopyMoveKnockBackCoreImpact Strength(While moving)
CanopyMoveKnockBackCoreImpactSideStepRate
CanopyMoveKnockBackDegree Angle with a straight line(While moving)
CanopyNakedFrame Frames required to open umbrella again
CanopyNakedFrame_MWPUG_High
CanopyNakedFrame_MWPUG_Mid
CanopyOpenEndBias Defensive wall generation offset bias
CanopyOpenEndOffset Defensive wall generation End offset
CanopyOpenFrame Frames between staring to open the umbrella and finish opening it
CanopyOpenStartOffset Defensive Wall Generation Start Offset
CanopyPaintRadius Paint radius
CanopyReboundBoundAddVel Added acceleration towards the direction of where a wall leads after hitting it
CanopyReboundBoundRate Rebound Rate on the direction a wall leads do when hitting it
CanopyReboundMinSpeed Minimal Speed in the direction a wall leads when hitting it
CanopyReflectBoundAddVel
CanopyReflectBoundRate
CanopyShotFrame Frames required to shoot(Even when not shooting, use this to calculate ink usage while the umbrella remains open)
CanopySpeedAirAddScaleXZ Movement Direction Vector XZ additional speed value(Mid-air)
CanopySpeedGroundAddScale Movement Direction Vector Additional Speed Value(On ground)
CanopyTiltDegree Tilting angle(Tilt towards the upper part is true)
CanopyType
CanopyWidth Width of the long part
ColCenterRadius Collision radius
ColDiffusionRadius Collision radius
ContactDashPanelAddSpeed
ContactDashPanelCrossSaveSpeedRate
ContactDashPanelFlySpeedMaxXZ
ContactJumpPanelAddSpeed
ContactJumpPanelAddSpeedOneBoundRate
ContactJumpPanelCrossSaveSpeedRate
ContactJumpPanelMaxNum
CoopCanopyAttackedDamageRate
CoopCanopyDamage 直にあたった時のダメージ
CoopCanopyFrame 存続フレーム
CoopCanopyHP 体力
CoopDamageCenterMax ダメージ最大量
CoopDamageCenterMin ダメージ最小量
CoopDamageDiffusionMax ダメージ最大量
CoopDamageDiffusionMin ダメージ最小量
CoopDamageEffectiveDiffusionNum ダメージ最大弾数
CoopDamageEffectiveTotalMax
CoopInkConsume Ink consumption (Salmon Run)
CoopInkConsumeUmbrella インク消費量
CreateSplashLength Splash movement distance
CreateSplashLengthFirstRandom 最初の飛沫発生移動ランダム最大距離
CreateSplashNum しぶき発生数
DamageCenterMax [#]ダメージ最大量
DamageCenterMin [#]ダメージ最小量
DamageDiffusionMax [#]ダメージ最大量
DamageDiffusionMin [#]ダメージ最小量
DamageEffectiveDiffusionNum [#]ダメージ最大弾数
DamageEffectiveTotalMax
DamageReduceEndFrame Frame after shooting with minimum damage amount
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor)
Diffusion0HorizontalDegree 拡散弾初速角度横(0禁止 ただし縦も0なら可)
Diffusion0HorizontalOffset 拡散弾発生位置オフセット横(0禁止 ただし縦も0なら可)
Diffusion0Num 拡散弾個数
Diffusion0VerticalDegree 拡散弾初速角度縦(0禁止 ただし横も0なら可)
Diffusion0VerticalOffset 拡散弾発生位置オフセット縦(0禁止 ただし横も0なら可)
Diffusion1AddDegree 発射追加角度(時計回りが正)
Diffusion1HorizontalDegree 拡散弾初速角度横(0禁止 ただし縦も0なら可)
Diffusion1HorizontalOffset 拡散弾発生位置オフセット横(0禁止 ただし縦も0なら可)
Diffusion1Num 拡散弾個数
Diffusion1VerticalDegree 拡散弾初速角度縦(0禁止 ただし横も0なら可)
Diffusion1VerticalOffset 拡散弾発生位置オフセット縦(0禁止 ただし横も0なら可)
DiffusionInitVelRandom 拡散弾初速差ランダム
DrawCenterRadius 描画サイズ
DrawDiffusionRadius 描画サイズ
FootSplashOffset 発生位置 軸方向オフセット
FootSplashPaintRadius 塗り半径
FootSplashSpanFrame 発生スパン(0ならOFF)
FootSplashWaitFrame 最初の発生フレーム
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit)
InitVel Initial Velocity Z (Unused for Splatlings)
InkConsume Ink consumption (maximum charge for splatlings)
InkConsumeUmbrella [#]インク消費量
InkRecoverStop Ink recovery restart frame
InkRecoverStopCanopy インク回復再開フレーム(傘射出)
InkRecoverStopCharge インク回復再開フレーム(チャージ)
JumpGndCharge チャージ中ジャンプ値
KnockBack Knockback
MoveSpeed Movement speed while charging
MoveSpeedCharge チャージ中の移動速度
PaintFarCenterDistance 遠方塗り距離
PaintFarCenterRadius 遠方塗り半径
PaintFarDiffusionDistance 遠方塗り距離
PaintFarDiffusionRadius 遠方塗り半径
PaintNearCenterDistance 手前塗り距離
PaintNearCenterRadius 手前塗り半径
PaintNearDiffusionDistance 手前塗り距離
PaintNearDiffusionRadius 手前塗り半径
PostDelayFrm_Main 攻撃後:硬直F
PostDelayFrm_MoveLmt 攻撃後:移動制限F
PostNoShotReqFrm 攻撃後:ショット予約禁止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)
RepeatFrame Synchronize frames (see "Charging" at Splatling page)
SplashColRadius Splash collision radius
SplashDrawRadius Splash drawing size
SplashPaintLength 塗り縦長さ
SplashPaintWidthFullActive 全弾生存しているときの塗り幅
SplashPaintWidthOneActive 一つだけ弾が生存しているときの塗り幅
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)

Example

Splat Brella

  • The Splat Brella is a middleweight weapon.
  • The matchmaking range is 125. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The Splat Brella's canopy has 500 HP.
  • The canopy takes 0.2 seconds to open.
  • The canopy does 30 damage to opponents on contact.
  • The canopy takes 2.03 seconds to be launched, and 6.5 seconds to return.
    • The launched canopy initially travels at a speed of 1.32 units per frame. It remains on the stage for 5 seconds.
    • After being launched, incoming damage to the canopy is multiplied by 0.5.
  • Each shot consumes 6.325% of the ink tank's capacity, allowing the player to fire 15 shots before needing to refill the ink supply.
    • Holding long enough after firing to release the canopy uses 30% of the ink tank.
    • So, 36.325% of the ink tank is used in total to release the canopy.
  • After firing, there is a 1 second cooldown before the ink tank starts refilling.
    • The cooldown after holding open but not releasing the canopy is 0.33 seconds.
    • The cooldown after releasing the canopy is 2 seconds.
  • When initially firing the weapon in humanoid form, the shot takes 8 frames to come out.
    • When firing from swim form, the shot takes 15 frames to come out.
  • When firing continuously, it fires a round of pellets every 30 frames.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 20 frames.
  • When firing while moving, the player's movement speed is set to 0.65 units per frame. While holding the brella open, the player's movement speed is set to 0.55 units per frame.
  • The Splat Brella fires 11 projectiles per shot. Each projectile can do between 12 and 18 damage. A maximum of 5 projectiles per shot will damage the opponent, so the maximum possible damage per shot is 90.
  • If a projectile is in the air for more than 8 frames after being fired, it loses 0.375 damage per frame until it reaches 12 damage at frame 24.
  • Shots can deviate 6 degrees horizontally and 4 degrees vertically.
  • Shots initially travel straight at a rate of 26 units per frame for 3 frames. Shots travel straight for 78 distance units.
    • After that, the projectile's velocity is set to 16.52 units if the projectile's velocity is not already lower than the listed value, and decreases further as it falls to the ground.

References