Template:Slosher data S

From Inkipedia, the Splatoon wiki

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

Parameters

This is a complete list of slosher parameters from Splatoon.

Name Description
mSwingLiftFrame
mSwingRepeatFrame
mFirstGroupBulletNum
mFirstGroupBulletFirstInitSpeedBase
mFirstGroupBulletFirstInitSpeedJumpingBase
mFirstGroupBulletAfterInitSpeedOffset
mFirstGroupBulletInitSpeedRandomZ
mFirstGroupBulletInitSpeedRandomX
mFirstGroupBulletInitVecYRate
mFirstGroupBulletFirstDrawRadius
mFirstGroupBulletAfterDrawRadiusOffset
mFirstGroupBulletFirstPaintNearD
mFirstGroupBulletFirstPaintNearR
mFirstGroupBulletFirstPaintNearRate
mFirstGroupBulletFirstPaintFarD
mFirstGroupBulletFirstPaintFarR
mFirstGroupBulletFirstPaintFarRate
mFirstGroupBulletSecondAfterPaintNearD
mFirstGroupBulletSecondAfterPaintNearR
mFirstGroupBulletSecondAfterPaintNearRate
mFirstGroupBulletSecondAfterPaintFarD
mFirstGroupBulletSecondAfterPaintFarR
mFirstGroupBulletSecondAfterPaintFarRate
mFirstGroupBulletFirstCollsionRadiusForField
mFirstGroupBulletAfterCollsionRadiusForFieldOffset
mFirstGroupBulletFirstCollsionRadiusForPlayer
mFirstGroupBulletAfterCollsionRadiusForPlayerOffset
mFirstGroupBulletFirstDamageMaxValue
mFirstGroupBulletFirstDamageMinValue
mFirstGroupBulletDamageRateBias
mFirstGroupBulletAfterDamageRateOffset
mFirstGroupSplashFirstOccur
mFirstGroupSplashFromSecondToLastOneOccur
mFirstGroupSplashLastOccur
mFirstGroupSplashMaxNum
mFirstGroupSplashDrawRadius
mFirstGroupSplashColRadius
mFirstGroupSplashPaintRadius
mFirstGroupSplashDepthScaleRateByWidth
mFirstGroupSplashBetween
mFirstGroupSplashFirstDropRandomRateMin
mFirstGroupSplashFirstDropRandomRateMax
mFirstGroupBulletUnuseOneEmitterBulletNum
mFirstGroupCenterLine
mFirstGroupSideLine
mSecondGroupBulletNum
mSecondGroupBulletFirstInitSpeedBase
mSecondGroupBulletFirstInitSpeedJumpingBase
mSecondGroupBulletAfterInitSpeedOffset
mSecondGroupBulletInitSpeedRandomZ
mSecondGroupBulletInitSpeedRandomX
mSecondGroupBulletInitVecYRate
mSecondGroupBulletFirstDrawRadius
mSecondGroupBulletAfterDrawRadiusOffset
mSecondGroupBulletFirstPaintNearD
mSecondGroupBulletFirstPaintNearR
mSecondGroupBulletFirstPaintNearRate
mSecondGroupBulletFirstPaintFarD
mSecondGroupBulletFirstPaintFarR
mSecondGroupBulletFirstPaintFarRate
mSecondGroupBulletSecondAfterPaintNearD
mSecondGroupBulletSecondAfterPaintNearR
mSecondGroupBulletSecondAfterPaintNearRate
mSecondGroupBulletSecondAfterPaintFarD
mSecondGroupBulletSecondAfterPaintFarR
mSecondGroupBulletSecondAfterPaintFarRate
mSecondGroupBulletFirstCollsionRadiusForField
mSecondGroupBulletAfterCollsionRadiusForFieldOffset
mSecondGroupBulletFirstCollsionRadiusForPlayer
mSecondGroupBulletAfterCollsionRadiusForPlayerOffset
mSecondGroupBulletFirstDamageMaxValue
mSecondGroupBulletFirstDamageMinValue
mSecondGroupBulletDamageRateBias
mSecondGroupBulletAfterDamageRateOffset
mSecondGroupSplashFirstOccur
mSecondGroupSplashFromSecondToLastOneOccur
mSecondGroupSplashLastOccur
mSecondGroupSplashMaxNum
mSecondGroupSplashDrawRadius
mSecondGroupSplashColRadius
mSecondGroupSplashPaintRadius
mSecondGroupSplashDepthScaleRateByWidth
mSecondGroupSplashBetween
mSecondGroupSplashFirstDropRandomRateMin
mSecondGroupSplashFirstDropRandomRateMax
mSecondGroupBulletUnuseOneEmitterBulletNum
mSecondGroupCenterLine
mSecondGroupSideLine
mThirdGroupBulletNum
mThirdGroupBulletFirstInitSpeedBase
mThirdGroupBulletFirstInitSpeedJumpingBase
mThirdGroupBulletAfterInitSpeedOffset
mThirdGroupBulletInitSpeedRandomZ
mThirdGroupBulletInitSpeedRandomX
mThirdGroupBulletInitVecYRate
mThirdGroupBulletFirstDrawRadius
mThirdGroupBulletAfterDrawRadiusOffset
mThirdGroupBulletFirstPaintNearD
mThirdGroupBulletFirstPaintNearR
mThirdGroupBulletFirstPaintNearRate
mThirdGroupBulletFirstPaintFarD
mThirdGroupBulletFirstPaintFarR
mThirdGroupBulletFirstPaintFarRate
mThirdGroupBulletSecondAfterPaintNearD
mThirdGroupBulletSecondAfterPaintNearR
mThirdGroupBulletSecondAfterPaintNearRate
mThirdGroupBulletSecondAfterPaintFarD
mThirdGroupBulletSecondAfterPaintFarR
mThirdGroupBulletSecondAfterPaintFarRate
mThirdGroupBulletFirstCollsionRadiusForField
mThirdGroupBulletAfterCollsionRadiusForFieldOffset
mThirdGroupBulletFirstCollsionRadiusForPlayer
mThirdGroupBulletAfterCollsionRadiusForPlayerOffset
mThirdGroupBulletFirstDamageMaxValue
mThirdGroupBulletFirstDamageMinValue
mThirdGroupBulletDamageRateBias
mThirdGroupBulletAfterDamageRateOffset
mThirdGroupSplashFirstOccur
mThirdGroupSplashFromSecondToLastOneOccur
mThirdGroupSplashLastOccur
mThirdGroupSplashMaxNum
mThirdGroupSplashDrawRadius
mThirdGroupSplashColRadius
mThirdGroupSplashPaintRadius
mThirdGroupSplashDepthScaleRateByWidth
mThirdGroupSplashBetween
mThirdGroupSplashFirstDropRandomRateMin
mThirdGroupSplashFirstDropRandomRateMax
mThirdGroupBulletUnuseOneEmitterBulletNum
mThirdGroupCenterLine
mThirdGroupSideLine
mFirstGroupBulletAfterFrameOffset
mSecondGroupBulletFirstFrameOffset
mSecondGroupBulletAfterFrameOffset
mThirdGroupBulletFirstFrameOffset
mThirdGroupBulletAfterFrameOffset
mFrameOffsetMaxMoveLength
mFrameOffsetMaxDegree
mLineNum
mLineDegree
mGuideCenterGroup
mGuideCenterBulletNumInGroup
mGuideCenterCheckCollisionFrame
mGuideSideGroup
mGuideSideBulletNumInGroup
mGuideSideCheckCollisionFrame
mShotRandomDegreeExceptBulletForGuide
mShotRandomBiasExceptBulletForGuide
mFreeStateGravity
mFreeStateAirResist
mDropSplashDrawRadius
mDropSplashColRadius
mDropSplashPaintRadius
mDropSplashPaintRate
mDropSplashOffsetX
mDropSplashOffsetZ
mTailSolidFrame
mTailMaxLength
mTailMinLength
mSpiralSplashGroup
mSpiralSplashBulletNumInGroup
mSpiralSplashInitSpeed
mSpiralSplashSpeedBaseDist
mSpiralSplashSpeedMaxDist
mSpiralSplashSpeedMaxRate
mSpiralSplashLifeFrame
mSpiralSplashMinSpanFrame
mSpiralSplashMinSpanBulletCounter
mSpiralSplashMaxSpanFrame
mSpiralSplashMaxSpanBulletCounter
mSpiralSplashSameTimeBulletNum
mSpiralSplashRoundSplitNum
mSpiralSplashColRadiusForField
mScatterSplashGroup
mScatterSplashBulletNumInGroup
mScatterSplashInitSpeed
mScatterSplashMinSpanBulletCounter
mScatterSplashMinSpanFrame
mScatterSplashMaxSpanBulletCounter
mScatterSplashMaxSpanFrame
mScatterSplashMaxNum
mScatterSplashUpDegree
mScatterSplashDownDegree
mScatterSplashDegreeBias
mScatterSplashColRadius
mScatterSplashPaintRadius
mScatterSplashInitPosMinOffset
mScatterSplashInitPosMaxOffset
mInkConsume
mInkRecoverStop
mMoveSpeed
mBulletStraightFrame
mBulletPaintBaseDist
mBulletPaintMaxDist
mBulletPaintMaxRate
mPaintTextureCenterOffsetRate
mBulletDamageMaxDist
mBulletDamageMinDist
mBulletCollisionRadiusForPlayerInitRate
mBulletCollisionRadiusForPlayerSwellFrame
mBulletCollisionPlayerSameTeamNotHitFrame
mBulletCollisionRadiusForFieldInitRate
mBulletCollisionRadiusForFieldSwellFrame
mHitWallSplashOnlyCenter
mHitWallSplashFirstLength
mHitWallSplashBetweenLength
mHitWallSplashMinusYRate
mHitWallSplashDistanceRate
mHitPlayerDrapDrawRadius
mHitPlayerDrapCollisionRadius
mHitPlayerDrapPaintRadiusRate
mHitPlayerDrapHitPlayerOffset
mHitPlayerDrapHitObjectOffset
mPostDelayFrm_Main

Example

  • The Slosher data S is a middleweight weapon.
  • Each attack consumes 7% of the ink tank capacity.
    • This allows players to attack 14 times before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • When initially attacking in humanoid form, the first shot takes 12 frames to come out.
  • When attacking from squid form, the first shot takes 18 frames to come out.
  • The interval at which the player can repeatedly swing is 30 frames.
  • When attacking while moving, the player's movement speed is set to 0.5 units per frame.
  • After firing, there is a 40 frame cooldown before the ink tank starts refilling.
  • The maximum damage of the thick part of the trail is 70.
    • Big ink glob: 70
    • Thin part of the trail: 40
  • The minimum damage of the thick part of the trail is 30.
    • Big ink glob: 30
    • Thin part of the trail: 20
  • The collision radius of the thick part of the trail against the environment is 5 units.
    • Big ink glob: 8 units
    • Thin part of the trail: 4 units
  • The collision radius of the thick part of the trail against players is 7 units.
    • Big ink glob: 10 units
    • Thin part of the trail: 6 units
  • Projectiles travel straight for 2 frames.
  • The draw radius of the thick part of the trail is 12 units.
    • Big ink glob: 21 units
    • Thin part of the trail: 6 units
  • The paint radius of the thick part of the trail scales from 13 units at a distance of 50 units to 13 units at a distance of 150 units.
    • Big ink glob: 37 units at a distance of 50 units to 32 units at a distance of 150 units.
    • Thin part of the trail: 10 units at a distance of 20 units to 10 units at a distance of 80 units.
  • All other paint splashes have a radius of 0 units.