Template:Brella data S2: Difference between revisions

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(Created template.)
 
(Improved output when DamageCenterMin and DamageCenterMax are equal.)
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** The cooldown after releasing the shield is {{{InkRecoverStopCanopy}}} frames.
** The cooldown after releasing the shield is {{{InkRecoverStopCanopy}}} frames.
* When firing while moving, the player's movement speed is set to {{{MoveSpeed}}} units per frame. {{#ifeq: {{{MoveSpeed}}} | {{{MoveSpeedCharge}}} | | While holding the brella open, the player's movement speed is set to {{{MoveSpeedCharge}}} units per frame.}}
* When firing while moving, the player's movement speed is set to {{{MoveSpeed}}} units per frame. {{#ifeq: {{{MoveSpeed}}} | {{{MoveSpeedCharge}}} | | While holding the brella open, the player's movement speed is set to {{{MoveSpeedCharge}}} units per frame.}}
* The {{PAGENAME}} fires {{{CreateSplashNum}}} bullets per attack. Each bullet can do between {{#expr: {{{DamageCenterMin}}} / 10 }} and {{#expr: {{{DamageCenterMax}}} / 10 }} damage. A maximum of {{{DamageEffectiveDiffusionNum}}} bullets per attack will damage the opponent, so the maximum possible damage per attack is {{#expr: {{{DamageEffectiveDiffusionNum}}} * {{{DamageCenterMax}}} / 10 }}.<!--
* The {{PAGENAME}} fires {{{CreateSplashNum}}} bullets per attack. Each bullet {{#ifeq: {{{DamageCenterMin}}} | {{{DamageCenterMax}}} | deals {{#expr: {{{DamageCenterMin}}} / 10 }} damage. | can do between {{#expr: {{{DamageCenterMin}}} / 10 }} and {{#expr: {{{DamageCenterMax}}} / 10 }} damage.}} A maximum of {{{DamageEffectiveDiffusionNum}}} bullets per attack will damage the opponent, so the maximum possible damage per attack is {{#expr: {{{DamageEffectiveDiffusionNum}}} * {{{DamageCenterMax}}} / 10 }}.<!--
** It could take between {{#expr: ceil( 100 / ( {{{DamageEffectiveDiffusionNum}}} * ( {{{DamageCenterMax}}} / 10 ) ) ) }} and {{#expr: ceil( 100 / ( {{{DamageCenterMin}}} / 10 ) ) }} attacks to splat an opponent, depending on damage falloff and on how many bullets connect with the opponent.-->
** It could take between {{#expr: ceil( 100 / ( {{{DamageEffectiveDiffusionNum}}} * ( {{{DamageCenterMax}}} / 10 ) ) ) }} and {{#expr: ceil( 100 / ( {{{DamageCenterMin}}} / 10 ) ) }} attacks to splat an opponent, depending on damage falloff and on how many bullets connect with the opponent.-->
* If a bullet is in the air for more than {{{DamageReduceStartFrame}}} frames after being fired, it loses {{#expr: {{{DamageCenterMin}}} / ({{{DamageReduceEndFrame}}} - {{{DamageReduceStartFrame}}}) }} damage per frame until it reaches {{{DamageCenterMin}}} damage at frame {{{DamageReduceEndFrame}}}.
* If a bullet is in the air for more than {{{DamageReduceStartFrame}}} frames after being fired, it loses {{#expr: {{{DamageCenterMin}}} / ({{{DamageReduceEndFrame}}} - {{{DamageReduceStartFrame}}}) }} damage per frame until it reaches {{{DamageCenterMin}}} damage at frame {{{DamageReduceEndFrame}}}.

Revision as of 20:14, 12 August 2018

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

Parameters

Most parameters are required.

{{shooter data
| weight class = 
| CanopyAttackedDamageRate = 
| CanopyChargeFrame = 
| CanopyDamage = 
| CanopyFrame = 
| CanopyHP = 
| CanopyInitSpeed = 
| CanopyNakedFrame = 
| CanopyOpenFrame = 
| CanopyShotFrame = 
| CreateSplashNum = 
| DamageCenterMax = 
| DamageCenterMin = 
| DamageEffectiveDiffusionNum = 
| DamageReduceEndFrame = 
| DamageReduceStartFrame = 
| InitVel = 
| InkConsume = 
| InkConsumeUmbrella = 
| InkRecoverStop = 
| InkRecoverStopCanopy = 
| InkRecoverStopCharge = 
| MoveSpeed = 
| MoveSpeedCharge = 
| StraightFrame = 
| StraightStateEndSpeed = 
}}

Notes

The weight class parameter must be found manually. It cannot be found in the game's parameter files.

Example

For the Splat Brella: Template:Brella data