Template:Splatling data S2
From Inkipedia, the Splatoon wiki
This template takes splatling weapon parameters as input and generates a list of facts about the weapon.
Notes
For weapons with a second stage, the template will be used twice.
Parameters
This is a complete list of splatling parameters from Splatoon 2.
Name | Description |
---|---|
AutoShot | Automatic firing (not used if triple shot is greater than 0) |
BurstAimMoveFrm | Shift frame |
ChargeKeepAnytime | Allow partial charge hold |
ColRadius | Field collision radius |
CoopDamageMax | Maximum damage (Salmon Run) |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) |
CoopDamageMin | Minimum damage (Salmon Run) |
CoopInkConsume | Ink consumption (Salmon Run) |
CreateSplashLength | Splash movement distance |
CreateSplashNum | Number of splash occurrences |
DamageMax | Maximum damage |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) |
DamageMaxMaxChargeRate_MWPUG_High | |
DamageMaxMaxChargeRate_MWPUG_Mid | |
DamageMaxMaxCharge_MWPUG_Max | |
DamageMin | Minimum damage |
DamageRate_MWPUG_High | |
DamageRate_MWPUG_Mid | |
DamageReduceEndFrame | Frame after shooting with minimum damage amount |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) |
Damage_MWPUG_Max | |
DegBias | Maximum bias |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) |
DegBiasKf | Bias transition (not used for Splatlings) |
DegBiasMin | Minimum bias (not used for Splatlings) |
DegBias_MWPUG_High | |
DegBias_MWPUG_Mid | |
DegJumpBias | Maximum Bias (Jumping) |
DegJumpBiasFrame | Bias end frame (Jumping) |
DegJumpBiasInterpolateRate_MWPUG_High | |
DegJumpBiasInterpolateRate_MWPUG_Mid | |
DegJumpBiasStartFrame | Bias reduction starting frame (Jumping) |
DegJumpBias_MWPUG_High | |
DegJumpBias_MWPUG_Mid | |
DegJumpRandom | Degree of randomness for jumping |
DegJumpRandom_MWPUG_High | |
DegJumpRandom_MWPUG_Mid | |
DegRandom | Default degree of randomness |
DrawRadius | Drawing size |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) |
FirstPeriodMaxChargeFrame | First charge end frame |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge |
FirstSecondMaxChargeShootingFrameTimes_MWPUG_High | |
FirstSecondMaxChargeShootingFrameTimes_MWPUG_Mid | |
FirstShootingTermBulletNum | Number of bullets in first charge |
ForceDropNearestSplashAddNum | Forces a splash even if you already shot the number of bullets needed. (0 for Off) |
GuideCheckCollisionFrame | Guide collision check frame (Guide cursor display frame when not hit) |
InitVel | Initial Velocity Z. Used only for Ballpoint Splatling's first stage. |
InitVelDegBias | Initial velocity direction bias |
InitVelDegBias_Repeat | |
InitVelDegRandom | Maximum direction blur (in degree) |
InitVelDegRandom_Repeat | |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge |
InitVelMinCharge | Minimum shoot velocity |
InitVelRate_MWPUG_High | |
InitVelRate_MWPUG_Mid | |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge |
InitVelSpeedBias | Velocity breaking bias |
InitVelSpeedBias_Repeat | |
InitVelSpeedRateRandom | Maximum velocity blur rate |
InitVelSpeedRateRandom_Repeat | |
InkConsume | Ink consumption (maximum charge for splatlings) |
InkMagazineRatio | |
InkRecoverStop | Ink recovery restart frame |
JumpGnd_Charge | Jump value when full charged |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) |
KnockBack | Knockback |
MaxShotFollowDecreaseTimes | |
MinChargeFrame | Minimum charge frame |
MoveSpeed | Movement speed while charging |
MoveSpeed_Charge | Move speed while charge |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) |
NearestSplashMaxScaleClamp | Closest splash occurance |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place |
PaintFarDistance | Distance painted distance |
PaintFarRadius | Distance painted radius |
PaintMaxScaleClampA | |
PaintMaxScaleClampB | |
PaintMiddleDistance | |
PaintMiddleRadius | |
PaintMinScaleClampA | |
PaintMinScaleClampB | |
PaintNearDistance | Front paint distance |
PaintNearRadius | Previous filling radius |
PaintScaleOriginal | |
PlayerColRadius | Player collision radius (same as field collision radius when negative) |
PostDelayFrm_Main | 攻撃後:硬直F |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears |
Rechargable | |
RepeatFrame | Synchronize frames (see ""Charging"" at Splatling page) |
SecondPeriodMaxChargeFrame | Second charge end frame |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge |
SplashColRadius | Splash collision radius |
SplashDrawRadius | Splash drawing size |
SplashMaxScaleClamp | Other Splashes |
SplashMaxScaleHighest | Use maximum stretch scale if the height to landing is less than this value |
SplashMinScaleClamp | Minimum Stretch Scale |
SplashMinScaleHighest | Use the minimum extension scale if the height to landing is over this value |
SplashPaintRadius | Splash filling radius |
SplashPaintRadius_MWPUG_High | |
SplashPaintRadius_MWPUG_Mid | |
SplashSplitNum | Number of droplet splits (Z) |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction |
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) |
TripleShotSpan | Triple shot interval in frames (0 for normal shot, unused for Spatlings) |
VariableInterpolatedFrame | |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) |
VelGnd_Bias_Charge | Deceleration curve |
VelGnd_DownRt_Charge | Deceleration delay |
WaitShootingFrame | Frames until launch |
Example
Heavy Splatling
- The Heavy Splatling 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.
- The full charge ink consumption of 22.5% and ink tank capacity of 100% allows players to fully charge 4 times before needing to refill the ink tank.
- This stat can be changed with Ink Saver (Main).
- The Splatling data S2 cannot store its charge.
- The Splatling data S2 is not rechargeable while firing.
- When charging the weapon, it will take 50 frames in order to charge its first ring and 75 frames in total for a full charge.
- With a single ring charged, it will have a firing duration of 72 frames. With a full charge, it will have a firing duration of 144 frames.
- When charging with an empty tank, the charge time is multiplied by 4.
- When firing, it shoots a bullet every 4 frames.
- When firing, the player's movement speed is set to 0.7 units per frame.
- When charging, the player's movement speed is set to 0.62 units per frame.
- After firing, there is a 40 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 30.
- If a shot is in the air for more than 11 frames after being fired, it loses 1.875 damage per frame until it reaches 15 damage at frame 19.
- Shots have a radius of 2 units.
- The angle its shots can deviate while on the ground is 3.3 degrees.
- The angle its shots can deviate while in the air is 7 degrees.
- The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
- The Splatling data S2 has a 30% chance to shoot towards the outer reticle instead of the inner reticle.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 30%.
- Within the first charge ring, initial shot velocity scales from 10.5 to 21 units per frame. Within the second charge ring, initial shot velocity is always 21 units per frame. Shots travel straight at the initial velocity for 8 frames.
- So at maximum charge, shots travel straight at a rate of 21 units per frame for 8 frames. Shots travel straight for 168 distance units.
- After shots stop flying straight, the velocity is set to 15.105 units per frame if it is not already lower than the listed value, and decreases further as it travels.
- Ink droplets occur every 200 units.
- The frequency at which ink drips from a shot occurs at a rate of 1 droplets per shot.
- There are a total of 8 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 18 units, and a width of 0 units.
- These droplets have their radius multiplied by a value ranging from 1.6 if they fell from a height above 100 units to 1.28 if they fell from a height below 30 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 17 units.
- All other ink droplets have a radius of 12.6 units.
- Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1.6 if they fell from a height above 100 units to 1.6 if they fell from a height below 30 units.
- If no ink droplets have occurred within 11 units of the player for 0 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.