Template:Charger data S2

From Inkipedia, the Splatoon wiki

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:

  1. Weight
  2. Matchmaking range
  3. Ink consumption
  4. Fire rate
  5. Player movement speed
  6. Cooldown before ink refill
  7. Damage
  8. Shot radius
  9. Accuracy
  10. Velocity, range
  11. 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.

References