Template:Effective range

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Markup in Data Templates

{{Effective range
| SkipBrakeState = {{#ifeq: {{{BrakeToFreeVelocityXZ|0}}} | 20 | True | False }}
| BrakeAirResist = {{{BrakeAirResist|0.36}}}
| GoStraightToBrakeStateFrame = {{{GoStraightToBrakeStateFrame|}}}
| GoStraightStateEndMaxSpeed = {{{GoStraightStateEndMaxSpeed|}}}
| FreeAirResist = {{{FreeAirResist|}}}
| SpawnSpeed = {{{SpawnSpeed|}}}
| ShotGuideFrame = {{{ShotGuideFrame|}}}

}}

Notes

Projectiles travel straight at a set speed for a set number of frames (straight state), after which they enter brake state, in which air resistance and gravity are introduced. After this, if its Y velocity and XZ velocity fall below certain thresholds, it enters free state, which is similar to brake state, but with a different air resistance and gravity value. Some weapons are coded to skip brake state by setting the velocity thresholds higher than would ever be achieved in game (10 for Y velocity, 20 for XZ velocity). "Effective range" is defined as the range in which the crosshair will change shape when hovering over an opponent (which may not reflect the actual range in which the weapon can deal max damage, Stringer weapons and Slosher weapons usually have this property). In game, the effective range is determined by using the "ShotGuideFrame" variable, where if the shot can reach the target within its value (in frames) then the target is considered as being within effective range. If a weapon has damage falloff, this value is typically set to the frame number in which damage falloff begins. The effective range value is calculated using the geometric sequence sum formula with common ratio (1 - air resistance). This template returns a single number, and should thus be placed between other text.

Examples

.52 Gal

  • The effective range is about 11.88 units.

Tri-Stringer

  • At full charge, the effective range is about 23.52 units.