Template:Brella data S2: Difference between revisions
From Inkipedia, the Splatoon wiki
(Handled case where weapon does not experience damage falloff (Tenta Brella).) |
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<includeonly><div class="list-columns" style="column-width: 25em;"> | <includeonly><div class="list-columns" style="column-width: 25em;"> | ||
* The {{ | {{MainMobilityAndMatchmakingRange | ||
* The {{PAGENAME}}'s | | mobility class = {{{mobility class|}}} | ||
** Brella | | matchmaking range = {{{matchmaking range|}}} | ||
* The | | name = {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}} | ||
* The | |||
}} | |||
* The | {{#ifeq: {{{CanopyType|}}} | 3 |<!-- For Grizzco Brella --> | ||
** The launched | * The {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}} has no canopy. | ||
** After being launched, incoming damage to the | | | ||
* The {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}}'s canopy has {{#expr: {{{CanopyHP}}} / 10 }} HP. | |||
** Brella canopies have [[Brella#Shield mechanics|different incoming damage multipliers]] for each weapon type. | |||
* The canopy takes {{#expr: {{{CanopyChargeFrame}}} / 60 round 2 }} seconds to open. | |||
* The canopy does {{#expr: {{{CanopyDamage}}} / 10 }} damage to opponents on contact. | |||
}}{{#ifeq: {{{CanopyType|}}} | 0 | | |||
* The canopy takes {{#expr: ( {{{CanopyChargeFrame}}} + {{{CanopyOpenFrame}}} + {{{CanopyShotFrame}}} ) / 60 round 2 }} seconds to be launched, and {{#expr: {{{CanopyNakedFrame}}} / 60 round 2 }} seconds to return. | |||
** The launched canopy initially travels at a speed of {{{CanopyInitSpeed}}} units per frame. It remains on the stage for {{#expr: {{{CanopyFrame}}} / 60 round 2 }} seconds. | |||
** After being launched, incoming damage to the canopy is multiplied by {{{CanopyAttackedDamageRate}}}. | |||
}}{{#ifeq: {{{CanopyType|}}} | 2 | | }}{{#ifeq: {{{CanopyType|}}} | 2 | | ||
* The | * The canopy cannot be launched. | ||
* If the | * If the canopy is destroyed, it takes {{#expr: {{{CanopyNakedFrame}}} / 60 round 2 }} seconds to return. | ||
** After splatting an opponent or assisting a teammate in splatting an opponent, the | ** After splatting an opponent or assisting a teammate in splatting an opponent, the canopy will reappear if it had been destroyed, or be restored to maximum durability if it was still functional.}} | ||
* Each shot consumes {{#expr: {{{InkConsume}}} * 100 }}% of the ink tank's capacity, allowing the player to fire {{#expr: floor( 1 / {{{InkConsume}}} ) }} shots before needing to refill the ink supply. | * Each shot consumes {{#expr: {{{InkConsume}}} * 100 }}% of the ink tank's capacity, allowing the player to fire {{#expr: floor( 1 / {{{InkConsume}}} ) }} shots before needing to refill the ink supply. | ||
{{#ifeq: {{{CanopyType|}}} | 0 | | |||
** Holding {{Button|ZR}} long enough after firing to release the | ** Holding {{Button|ZR|Switch}} long enough after firing to release the canopy uses {{#expr: {{{InkConsumeUmbrella}}} * 100 }}% of the ink tank. | ||
** So, {{#expr: ( {{{InkConsume}}} + {{{InkConsumeUmbrella}}} ) * 100 }}% of the ink tank is used in total to release the | ** So, {{#expr: ( {{{InkConsume}}} + {{{InkConsumeUmbrella}}} ) * 100 }}% of the ink tank is used in total to release the canopy. | ||
}} | }} | ||
* After firing, there is a {{{InkRecoverStop}}} | * After firing, there is a {{#expr: {{{InkRecoverStop}}} / 60 round 2 }} second cooldown before the ink tank starts refilling. | ||
{{#ifeq: {{{CanopyType|}}} | 2 | | |||
** The cooldown after holding but not releasing the | ** The cooldown after holding the canopy open is {{#expr: {{{InkRecoverStopCharge}}} / 60 round 2 }} seconds. | ||
** The cooldown after releasing the | }}{{#ifeq: {{{CanopyType|}}} | 0 | | ||
** The cooldown after holding open but not releasing the canopy is {{#expr: {{{InkRecoverStopCharge}}} / 60 round 2 }} seconds. | |||
** The cooldown after releasing the canopy is {{#expr: {{{InkRecoverStopCanopy}}} / 60 round 2 }} seconds. | |||
}} | }} | ||
* When initially firing the weapon in humanoid form, the shot takes {{{PreDelayFrm_HumanMain}}} frames to come out. | |||
** When firing from swim form, the shot takes {{{PreDelayFrm_SquidMain}}} frames to come out. | |||
{{#ifexpr: {{{CanopyType|}}} >= 2 | | |||
* When firing continuously, it fires a round of pellets every {{{RepeatFrame}}} frames. | |||
| | |||
* When firing continuously, it fires a round of pellets every {{#expr: {{{PreDelayFrm_HumanMain}}} + {{{PostDelayFrm_Main}}} + 2 }} frames.}}<!-- Hiding until verified | |||
** Player movement is restricted for {{{PostDelayFrm_MoveLmt}}} frames after firing. {{#ifeq: {{{PostDelayFrm_Main}}} | {{{PostDelayFrm_MoveLmt}}} | | The camera remains stiff for {{{PostDelayFrm_Main}}} frames after firing. }}--> | |||
* The interval between firing and when the player is able to enter swim form or use a sub weapon is {{{PostDelayFrm_Main}}} 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 {{{ | * The {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}} fires {{#expr: 1 + {{{Diffusion0Num}}} + {{{Diffusion1Num}}}}} projectiles per shot. Each projectile {{#ifeq: {{{DamageCenterMin}}} | {{{DamageCenterMax}}} | deals {{#expr: {{{DamageCenterMin}}} / 10 }} damage. | can do between {{#expr: {{{DamageCenterMin}}} / 10 }} and {{#expr: {{{DamageCenterMax}}} / 10 }} damage.}} A maximum of {{{DamageEffectiveDiffusionNum}}} projectiles per shot will damage the opponent, {{#ifexpr: {{{DamageEffectiveTotalMax}}} > {{{DamageEffectiveDiffusionNum}}} * {{{DamageCenterMax}}} | so the maximum possible damage per shot is {{#expr: {{{DamageEffectiveDiffusionNum}}} * {{{DamageCenterMax}}} / 10 }} | but the maximum possible damage per shot is capped at {{#expr: {{{DamageEffectiveTotalMax}}} / 10 }} }}.<!-- | ||
** It could take between {{#expr: ceil( 100 / ( {{{DamageEffectiveDiffusionNum}}} * ( {{{DamageCenterMax}}} / 10 ) ) ) }} and {{#expr: ceil( 100 / ( {{{DamageCenterMin}}} / 10 ) ) }} shots to splat an opponent, depending on damage falloff and on how many projectiles connect with the opponent.--> | ** It could take between {{#expr: ceil( 100 / ( {{{DamageEffectiveDiffusionNum}}} * ( {{{DamageCenterMax}}} / 10 ) ) ) }} and {{#expr: ceil( 100 / ( {{{DamageCenterMin}}} / 10 ) ) }} shots to splat an opponent, depending on damage falloff and on how many projectiles connect with the opponent.--> | ||
* {{#ifeq: {{{DamageCenterMin}}} | {{{DamageCenterMax}}} | The {{PAGENAME}} does not experience damage falloff. | If a projectile is in the air for more than {{{DamageReduceStartFrame}}} frames after being fired, it loses {{#expr: ( {{{DamageCenterMax}}} / 10 - {{{DamageCenterMin}}} / 10 ) / ( {{{DamageReduceEndFrame}}} - {{{DamageReduceStartFrame}}} ) }} damage per frame until it reaches {{#expr: {{{DamageCenterMin}}} / 10 }} damage at frame {{{DamageReduceEndFrame}}}.}} | * {{#ifeq: {{{DamageCenterMin}}} | {{{DamageCenterMax}}} | The {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}} does not experience damage falloff. | If a projectile is in the air for more than {{{DamageReduceStartFrame}}} frames after being fired, it loses {{#expr: ( {{{DamageCenterMax}}} / 10 - {{{DamageCenterMin}}} / 10 ) / ( {{{DamageReduceEndFrame}}} - {{{DamageReduceStartFrame}}} ) }} damage per frame until it reaches {{#expr: {{{DamageCenterMin}}} / 10 }} damage at frame {{{DamageReduceEndFrame}}}.}} | ||
* | * Shots can deviate {{{Diffusion0HorizontalDegree}}} degrees horizontally and {{{Diffusion0VerticalDegree}}} degrees vertically. | ||
* Shots initially travel straight at a rate of {{{InitVel}}} units per frame for {{{StraightFrame}}} frames. Shots travel straight for {{#expr: {{{InitVel}}} * {{{StraightFrame}}} }} distance units. | |||
** After that, the projectile's velocity is set to {{{StraightStateEndSpeed}}} units if the projectile's velocity is not already lower than the listed value, and decreases further as it falls to the ground. | ** After that, the projectile's velocity is set to {{{StraightStateEndSpeed}}} units if the projectile's velocity is not already lower than the listed value, and decreases further as it falls to the ground. | ||
</div></includeonly><noinclude> | </div></includeonly><noinclude> | ||
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== Notes == | == Notes == | ||
Some info was not found in the weapon's parameters, and was measured manually: | Some info was not found in the weapon's parameters, and was measured manually: | ||
* <code> | * <code>Mobility</code> | ||
== Parameters == | == Parameters == | ||
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|} | |} | ||
==Example== | == Example == | ||
{{ | === Splat Brella === | ||
| | {{Brella data S2 | ||
| name = Splat Brella | |||
| mobility class = middle | |||
| matchmaking range = 125 | |||
| ink saver level = middle | |||
| stealth acceleration = middle | |||
| main power up effect = Speeds up Brella canopy regeneration. | |||
| shoot move velocity type = B | |||
| Balance_MassCoef = 0.6 | | Balance_MassCoef = 0.6 | ||
| CanopyAirResist = 0.05 | | CanopyAirResist = 0.05 |
Latest revision as of 20:27, 24 December 2023
This template takes brella weapon parameters as input and generates a list of facts about the weapon.
Notes
Some info was not found in the weapon's parameters, and was measured manually:
Mobility
Parameters
This is a complete list of brella parameters from Splatoon 2.
Name | Description |
---|---|
Balance_MassCoef | |
CanopyAirResist | Air Resistance(On the ground) |
CanopyAirResistAir | Air Resistance(Mid-air) |
CanopyAttackedDamageRate | Rate of Damage received after firing |
CanopyBaseAirSpeedXZ | Basic Movement XZ Speed(Mid-air) |
CanopyBaseSpeed | Basic Movement Speed(On the ground) |
CanopyBaseSpeedComeOverRate | Rate of speed limitation once basic movement speed is surpassed (Add this value to the difference) |
CanopyChargeFrame | Charge frames required to open the umbrella |
CanopyColRadius | Hit Colision Radius |
CanopyCureHPPerFrame | Damage restoration per frame when closing |
CanopyCureWaitFrame | Frame with recovery on close |
CanopyDamage | Damage when value is hit |
CanopyDegree | Angle from the side part |
CanopyDestroyWaitFrame | Destroy Standby Frame |
CanopyDirXZ_DiffDeg_H | :H |
CanopyDirXZ_DiffDeg_L | XZAngle:L |
CanopyDirXZ_OpenBias | Opening Bias |
CanopyDirXZ_RotDegBias | XZAngle Speed Bias |
CanopyDirXZ_RotDeg_H | :H |
CanopyDirXZ_RotDeg_L | XZAngle Speed:L |
CanopyFrame | Frames of persistence |
CanopyGravity | Gravity |
CanopyHP | [#]Health Points |
CanopyHP_MWPUG_High | |
CanopyHP_MWPUG_Mid | |
CanopyHeight | Height of long part and diameter of side part |
CanopyHitOtherCanopyDamage | When the strength is too weak, apply this damage to the other umbrella |
CanopyHitOtherCanopyVolume | Umbrella strength(If the weak one is the same, it is destroyed) |
CanopyHitShieldAttackDamage | Damage taken by the shield |
CanopyHitShieldReceiveDamage | Damage taken by the umbrella |
CanopyHoldKnockBackCoreImpact | Strength(Before moving) |
CanopyInitSpeed | Initial Speed |
CanopyKeepSpeedFrame | Frame at which Initial Speed is Basic Movement Speed(On ground, Mid-air XZ) |
CanopyModelInvisible | Hide Model |
CanopyMoveKnockBackCoreImpact | Strength(While moving) |
CanopyMoveKnockBackCoreImpactSideStepRate | |
CanopyMoveKnockBackDegree | Angle with a straight line(While moving) |
CanopyNakedFrame | Frames required to open umbrella again |
CanopyNakedFrame_MWPUG_High | |
CanopyNakedFrame_MWPUG_Mid | |
CanopyOpenEndBias | Defensive wall generation offset bias |
CanopyOpenEndOffset | Defensive wall generation End offset |
CanopyOpenFrame | Frames between staring to open the umbrella and finish opening it |
CanopyOpenStartOffset | Defensive Wall Generation Start Offset |
CanopyPaintRadius | Paint radius |
CanopyReboundBoundAddVel | Added acceleration towards the direction of where a wall leads after hitting it |
CanopyReboundBoundRate | Rebound Rate on the direction a wall leads do when hitting it |
CanopyReboundMinSpeed | Minimal Speed in the direction a wall leads when hitting it |
CanopyReflectBoundAddVel | |
CanopyReflectBoundRate | |
CanopyShotFrame | Frames required to shoot(Even when not shooting, use this to calculate ink usage while the umbrella remains open) |
CanopySpeedAirAddScaleXZ | Movement Direction Vector XZ additional speed value(Mid-air) |
CanopySpeedGroundAddScale | Movement Direction Vector Additional Speed Value(On ground) |
CanopyTiltDegree | Tilting angle(Tilt towards the upper part is true) |
CanopyType | |
CanopyWidth | Width of the long part |
ColCenterRadius | Collision radius |
ColDiffusionRadius | Collision radius |
ContactDashPanelAddSpeed | |
ContactDashPanelCrossSaveSpeedRate | |
ContactDashPanelFlySpeedMaxXZ | |
ContactJumpPanelAddSpeed | |
ContactJumpPanelAddSpeedOneBoundRate | |
ContactJumpPanelCrossSaveSpeedRate | |
ContactJumpPanelMaxNum | |
CoopCanopyAttackedDamageRate | |
CoopCanopyDamage | 直にあたった時のダメージ |
CoopCanopyFrame | 存続フレーム |
CoopCanopyHP | 体力 |
CoopDamageCenterMax | ダメージ最大量 |
CoopDamageCenterMin | ダメージ最小量 |
CoopDamageDiffusionMax | ダメージ最大量 |
CoopDamageDiffusionMin | ダメージ最小量 |
CoopDamageEffectiveDiffusionNum | ダメージ最大弾数 |
CoopDamageEffectiveTotalMax | |
CoopInkConsume | Ink consumption (Salmon Run) |
CoopInkConsumeUmbrella | インク消費量 |
CreateSplashLength | Splash movement distance |
CreateSplashLengthFirstRandom | 最初の飛沫発生移動ランダム最大距離 |
CreateSplashNum | しぶき発生数 |
DamageCenterMax | [#]ダメージ最大量 |
DamageCenterMin | [#]ダメージ最小量 |
DamageDiffusionMax | [#]ダメージ最大量 |
DamageDiffusionMin | [#]ダメージ最小量 |
DamageEffectiveDiffusionNum | [#]ダメージ最大弾数 |
DamageEffectiveTotalMax | |
DamageReduceEndFrame | Frame after shooting with minimum damage amount |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) |
Diffusion0HorizontalDegree | 拡散弾初速角度横(0禁止 ただし縦も0なら可) |
Diffusion0HorizontalOffset | 拡散弾発生位置オフセット横(0禁止 ただし縦も0なら可) |
Diffusion0Num | 拡散弾個数 |
Diffusion0VerticalDegree | 拡散弾初速角度縦(0禁止 ただし横も0なら可) |
Diffusion0VerticalOffset | 拡散弾発生位置オフセット縦(0禁止 ただし横も0なら可) |
Diffusion1AddDegree | 発射追加角度(時計回りが正) |
Diffusion1HorizontalDegree | 拡散弾初速角度横(0禁止 ただし縦も0なら可) |
Diffusion1HorizontalOffset | 拡散弾発生位置オフセット横(0禁止 ただし縦も0なら可) |
Diffusion1Num | 拡散弾個数 |
Diffusion1VerticalDegree | 拡散弾初速角度縦(0禁止 ただし横も0なら可) |
Diffusion1VerticalOffset | 拡散弾発生位置オフセット縦(0禁止 ただし横も0なら可) |
DiffusionInitVelRandom | 拡散弾初速差ランダム |
DrawCenterRadius | 描画サイズ |
DrawDiffusionRadius | 描画サイズ |
FootSplashOffset | 発生位置 軸方向オフセット |
FootSplashPaintRadius | 塗り半径 |
FootSplashSpanFrame | 発生スパン(0ならOFF) |
FootSplashWaitFrame | 最初の発生フレーム |
GuideCheckCollisionFrame | Guide collision check frame (Guide cursor display frame when not hit) |
InitVel | Initial Velocity Z (Unused for Splatlings) |
InkConsume | Ink consumption (maximum charge for splatlings) |
InkConsumeUmbrella | [#]インク消費量 |
InkRecoverStop | Ink recovery restart frame |
InkRecoverStopCanopy | インク回復再開フレーム(傘射出) |
InkRecoverStopCharge | インク回復再開フレーム(チャージ) |
JumpGndCharge | チャージ中ジャンプ値 |
KnockBack | Knockback |
MoveSpeed | Movement speed while charging |
MoveSpeedCharge | チャージ中の移動速度 |
PaintFarCenterDistance | 遠方塗り距離 |
PaintFarCenterRadius | 遠方塗り半径 |
PaintFarDiffusionDistance | 遠方塗り距離 |
PaintFarDiffusionRadius | 遠方塗り半径 |
PaintNearCenterDistance | 手前塗り距離 |
PaintNearCenterRadius | 手前塗り半径 |
PaintNearDiffusionDistance | 手前塗り距離 |
PaintNearDiffusionRadius | 手前塗り半径 |
PostDelayFrm_Main | 攻撃後:硬直F |
PostDelayFrm_MoveLmt | 攻撃後:移動制限F |
PostNoShotReqFrm | 攻撃後:ショット予約禁止F |
PreDelayFrm_HumanMain | 攻撃前:遅延追加F(ヒト中) |
PreDelayFrm_SquidMain | 攻撃前:遅延追加F(イカ中) |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) |
SplashColRadius | Splash collision radius |
SplashDrawRadius | Splash drawing size |
SplashPaintLength | 塗り縦長さ |
SplashPaintWidthFullActive | 全弾生存しているときの塗り幅 |
SplashPaintWidthOneActive | 一つだけ弾が生存しているときの塗り幅 |
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) |
Example
Splat Brella
- The Splat Brella is a middleweight weapon.
- The matchmaking range is 125. 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 Splat Brella's canopy has 500 HP.
- Brella canopies have different incoming damage multipliers for each weapon type.
- The canopy takes 0.2 seconds to open.
- The canopy does 30 damage to opponents on contact.
- The canopy takes 2.03 seconds to be launched, and 6.5 seconds to return.
- The launched canopy initially travels at a speed of 1.32 units per frame. It remains on the stage for 5 seconds.
- After being launched, incoming damage to the canopy is multiplied by 0.5.
- Each shot consumes 6.325% of the ink tank's capacity, allowing the player to fire 15 shots before needing to refill the ink supply.
- Holding long enough after firing to release the canopy uses 30% of the ink tank.
- So, 36.325% of the ink tank is used in total to release the canopy.
- After firing, there is a 1 second cooldown before the ink tank starts refilling.
- The cooldown after holding open but not releasing the canopy is 0.33 seconds.
- The cooldown after releasing the canopy is 2 seconds.
- When initially firing the weapon in humanoid form, the shot takes 8 frames to come out.
- When firing from swim form, the shot takes 15 frames to come out.
- When firing continuously, it fires a round of pellets every 30 frames.
- The interval between firing and when the player is able to enter swim form or use a sub weapon is 20 frames.
- When firing while moving, the player's movement speed is set to 0.65 units per frame. While holding the brella open, the player's movement speed is set to 0.55 units per frame.
- The Splat Brella fires 11 projectiles per shot. Each projectile can do between 12 and 18 damage. A maximum of 5 projectiles per shot will damage the opponent, so the maximum possible damage per shot is 90.
- If a projectile is in the air for more than 8 frames after being fired, it loses 0.375 damage per frame until it reaches 12 damage at frame 24.
- Shots can deviate 6 degrees horizontally and 4 degrees vertically.
- Shots initially travel straight at a rate of 26 units per frame for 3 frames. Shots travel straight for 78 distance units.
- After that, the projectile's velocity is set to 16.52 units if the projectile's velocity is not already lower than the listed value, and decreases further as it falls to the ground.