Template:Splatling data S: Difference between revisions

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<includeonly><div class="list-columns" style="column-width: 25em;">
<includeonly><div class="list-columns" style="column-width: 25em;">
* The {{PAGENAME}} is a [[weight class|{{{weight class}}}weight weapon]].
* The {{PAGENAME}} is a [[mobility|{{#switch: {{{mobility class}}} | low = heavyweight | middle = middleweight | high = lightweight }} weapon]].
* A full charge consumes {{#expr: {{{mInkConsume}}} * 100 round 2 }}% of the ink tank capacity.
* A full charge consumes {{#expr: {{{mInkConsume}}} * 100 round 2 }}% of the ink tank capacity.
** This allows players to fully charge {{#expr: floor( 1 / {{{mInkConsume}}} ) }} times before needing to refill the ink tank.
** This allows players to fully charge {{#expr: floor( 1 / {{{mInkConsume}}} ) }} times before needing to refill the ink tank.
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* With a single ring charged, it will have a firing duration of {{{mFirstPeriodMaxChargeShootingFrame}}} frames. With a full charge, it will have a firing duration of {{{mSecondPeriodMaxChargeShootingFrame}}} frames.
* With a single ring charged, it will have a firing duration of {{{mFirstPeriodMaxChargeShootingFrame}}} frames. With a full charge, it will have a firing duration of {{{mSecondPeriodMaxChargeShootingFrame}}} frames.
* When charging with an empty tank, the charge time is multiplied by {{{mEmptyChargeTimes}}}.
* When charging with an empty tank, the charge time is multiplied by {{{mEmptyChargeTimes}}}.
* When firing, it has a fire rate of {{{mRepeatFrame}}} frames between shots.
* When firing, it shoots a bullet every {{{mRepeatFrame}}} frames.
* When firing, the player's movement speed is set to {{#expr: {{{mMoveSpeed}}} round 2 }} units per frame.
* When firing, the player's movement speed is set to {{#expr: {{{mMoveSpeed}}} round 2 }} units per frame.
** When charging, the player's movement speed is set to {{#expr: {{{mMoveSpeed_Charge}}} round 2 }} units per frame.
** When charging, the player's movement speed is set to {{#expr: {{{mMoveSpeed_Charge}}} round 2 }} units per frame.
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* When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to {{#expr: {{{mDegJumpBias}}} * 100 round 2 }}%.
* When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to {{#expr: {{{mDegJumpBias}}} * 100 round 2 }}%.
* Accuracy starts recovering {{{mRepeatFrame}}} frames after the player stops shooting.
* Accuracy starts recovering {{{mRepeatFrame}}} frames after the player stops shooting.
* Within the first charge ring, initial shot velocity scales from {{#expr: {{{mInitVelMinCharge}}} round 2 }} to {{#expr: {{{mInitVelFirstPeriodMaxCharge}}} round 2 }} units per frame. Within the second charge ring, initial shot velocity is always {{#expr: {{{mInitVelSecondPeriodMaxCharge}}} round 2 }} units per frame. Shots travel straight at the initial velocity for {{{mStraightFrame}}} frames.
* Within the first charge ring, initial shot velocity scales from {{#expr: {{{mInitVelMinCharge}}} round 2 }} to {{#expr: {{{mInitVelFirstPeriodMaxCharge}}} round 2 }} units per frame. Within the second charge ring, initial shot velocity is always {{#expr: {{{mInitVelSecondPeriodMaxCharge}}} round 2 }} units per frame. Shots travel straight at the initial velocity for {{{mStraightFrame}}} frames. At maximum charge, shots travel straight for {{#expr: {{{mInitVelSecondPeriodMaxCharge}}} * {{{mStraightFrame}}} }} distance units.
** So at maximum charge, the weapon has an effective range of {{#expr: {{{mInitVelSecondPeriodMaxCharge}}} * {{{mStraightFrame}}} }} units.
* Ink droplets occur every {{#expr: {{{mCreateSplashLength}}} round 2 }} units.
* Ink droplets occur every {{#expr: {{{mCreateSplashLength}}} round 2 }} units.
* The frequency at which ink drips from a shot occurs at a rate of {{#expr: {{{mCreateSplashNum}}} round 2 }} droplets per shot.
* The frequency at which ink drips from a shot occurs at a rate of {{#expr: {{{mCreateSplashNum}}} round 2 }} droplets per shot.
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==Example==
==Example==
{{splatling data s
{{Splatling data S
| weight class = heavy
| mobility class = low
| mRepeatFrame = 4
| mRepeatFrame = 4
| mTripleShotSpan = 0
| mTripleShotSpan = 0

Latest revision as of 18:48, 25 April 2023

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

Parameters

This is a complete list of splatling parameters from Splatoon.

Name Description
mRepeatFrame
mTripleShotSpan
mInitVel
mDegRandom
mDegJumpRandom
mSplashSplitNum
mKnockBack
mInkConsume
mInkRecoverStop
mMoveSpeed
mDamageMax
mDamageMin
mDamageMinFrame
mStraightFrame
mGuideCheckCollisionFrame
mCreateSplashNum
mCreateSplashLength
mDrawRadius
mColRadius
mPaintNearDistance
mPaintFarDistance
mPaintNearRadius
mPaintFarRadius
mSplashDrawRadius
mSplashColRadius
mSplashPaintRadius
mDegBias
mDegBiasKf
mDegJumpBias
mDegJumpBiasFrame
mMinChargeFrame
mFirstPeriodMaxChargeFrame
mSecondPeriodMaxChargeFrame
mFirstPeriodMaxChargeShootingFrame
mSecondPeriodMaxChargeShootingFrame
mWaitShootingFrame
mEmptyChargeTimes
mInitVelMinCharge
mInitVelFirstPeriodMaxCharge
mInitVelSecondPeriodMinCharge
mInitVelSecondPeriodMaxCharge
mDamageMaxMaxCharge
mMoveSpeed_Charge
mVelGnd_DownRt_Charge
mVelGnd_Bias_Charge
mJumpGnd_Charge
mInitVelSpeedRateRandom
mInitVelSpeedBias
mInitVelDegRandom
mInitVelDegBias
mPaintDepthScaleRate

Example

  • The Splatling data S is a heavyweight weapon.
  • A full charge consumes 35% of the ink tank capacity.
    • This allows players to fully charge 2 times before needing to refill the ink tank.
    • This stat can be changed with Ink Saver (Main).
  • The Splatling data S cannot store its charge.
  • The Splatling data S is not rechargeable while firing.
  • When charging the weapon, it will take 108 frames in order to charge its first ring and 135 frames in total for a full charge.
  • With a single ring charged, it will have a firing duration of 108 frames. With a full charge, it will have a firing duration of 216 frames.
  • When charging with an empty tank, the charge time is multiplied by 3.
  • When firing, it shoots a bullet every 4 frames.
  • When firing, the player's movement speed is set to 0.6 units per frame.
    • When charging, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 40 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • At full charge, each shot has a base damage of 35.
  • Shots travel straight for 8 frames. After that, they may lose damage.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 3 degrees.
  • The angle its shots can deviate while in the air is 6 degrees.
  • The outer reticle immediately expands after jumping. The outer reticle will finish shrinking after 45 frames.
  • The chance to shoot towards the outer reticle instead of the inner reticle increases by 2% per shot, and maximizes at a 30% chance to shoot towards the outer reticle.
    • This means that it takes 15 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 30%.
  • Accuracy starts recovering 4 frames after the player stops shooting.
  • Within the first charge ring, initial shot velocity scales from 10.5 to 24 units per frame. Within the second charge ring, initial shot velocity is always 24 units per frame. Shots travel straight at the initial velocity for 8 frames. At maximum charge, shots travel straight for 192 distance units.
  • Ink droplets occur every 235 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 19.2 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18 units.
  • All other ink droplets have a radius of 12 units.