Template:Shooter data S3: Difference between revisions

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| name = {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}}
| name = {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}}


}}{{#if: {{{InkConsume|}}} |
}}{{#ifeq: {{{jump shot different|False}}} | False |
* The ink consumption is {{#expr: {{{InkConsume}}} * 100 }}% per shot.
{{#if: {{{InkConsume|}}} |<!-- ReduceStartFrame is -1 on blasters and not -1 on shooters -->
** This stat can be changed with [[Ink Saver (Main)]].
{{#ifeq: {{{ReduceStartFrame|0}}} | -1 |
* The ink consumption is {{#expr: {{{InkConsume}}} * 100 }}% per shot, allowing the user to fire {{#expr: floor(1 / {{{InkConsume}}}) }} shots on a full ink tank.
|
{{#ifeq: {{{TripleShotSpanFrame|0}}} | 0 |
* The ink consumption is {{#expr: {{{InkConsume}}} * 100 }}% per shot, allowing the user to fire for {{#expr: 1 / (60 / {{{RepeatFrame|6}}} * {{{InkConsume}}}) round 2 }} seconds on a full ink tank.
|
* The ink consumption is {{#expr: {{{InkConsume}}} * 100 }}% per shot and {{#expr: {{{InkConsume}}} * 300}}% per burst, allowing the user to fire {{#expr: floor(1 / ({{{InkConsume}}} * 3)) }} full bursts on a full ink tank.}}}}


}}{{#ifexpr: {{{VariableShotRepeatStartFrame|0}}} > 0 |
}}{{#ifexpr: {{{VariableShotRepeatStartFrame|0}}} > 0 |
Line 18: Line 24:
* After the last shot in a burst is fired, another burst cannot be fired for {{{TripleShotSpanFrame}}} frames.
* After the last shot in a burst is fired, another burst cannot be fired for {{{TripleShotSpanFrame}}} frames.
|
|
{{#if: {{{RepeatFrame|}}} |
{{#ifeq: {{{RepeatFrame|6}}} | 0 | |
* When firing continuously, it shoots a bullet every {{{RepeatFrame}}} frames ({{#expr: 60 / {{{RepeatFrame}}} round 2 }} shots per second).
* When firing continuously, it shoots a bullet every {{{RepeatFrame|6}}} frames ({{#expr: 60 / {{{RepeatFrame|6}}} round 2 }} shot{{#ifeq: {{{RepeatFrame|6}}} | 60 | | s }} per second).
 
}}}}{{#ifeq: {{{ReduceStartFrame|0}}} | -1 |
* When firing from humanoid form, the first shot takes {{#expr: 4 + {{{PreDelayFrame_HumanShot}}} }} frames to come out. When firing from swim form, the first shot takes {{#expr: 9 + {{{PreDelayFrame_SquidShot}}} - {{{SquidShotShorteningFrame|0}}} }} frames to come out.
* The interval between firing the weapon and being able to enter swim form or use a sub weapon is {{{PostDelayFrame_Blaster|23}}} frames.
|
{{#ifeq: {{{show mobility|True}}} | True |
* When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes {{#expr: 12 - {{{SquidShotShorteningFrame|0}}} }} frames to come out.
* The interval between firing the weapon and being able to enter swim form or use a sub weapon is {{{PostDelayFrame|4}}} frames.
}}
}}


Line 28: Line 42:
* After firing, there is a {{{InkRecoverStop}}} frame cooldown before the ink tank starts refilling.
* After firing, there is a {{{InkRecoverStop}}} frame cooldown before the ink tank starts refilling.


}}{{#if: {{{ValueMax|}}} |
}}}}{{#if: {{{ValueMax|}}} |
{{#ifeq: {{{ReduceStartFrame|}}} | -1 |
* The damage on direct hit is {{#expr: {{{ValueMax}}} / 10 }}.
|
* Each shot has a base damage of {{#expr: {{{ValueMax}}} / 10 }} and minimum damage of {{#expr: {{{ValueMin}}} / 10 }}.
* Each shot has a base damage of {{#expr: {{{ValueMax}}} / 10 }} and minimum damage of {{#expr: {{{ValueMin}}} / 10 }}.
}}


}}{{#if: {{{ReduceStartFrame|}}} |
}}{{#if: {{{ReduceStartFrame|}}} |
{{#ifeq: {{{ReduceStartFrame|}}} | -1 | |
{{#ifeq: {{{ReduceStartFrame|0}}} | -1 | |
* If a shot is in the air for more than {{{ReduceStartFrame}}} frames after being fired, it loses {{#expr: ( {{{ValueMax}}} - {{{ValueMin}}} ) / ( {{{ReduceEndFrame}}} - {{{ReduceStartFrame}}} ) / 10 }} damage per frame until it reaches {{#expr: {{{ValueMin}}} / 10 }} damage at frame {{{ReduceEndFrame}}}.
* If a shot is in the air for more than {{{ReduceStartFrame}}} frames after being fired, it will lose about {{#expr: ( {{{ValueMax}}} - {{{ValueMin}}} ) / ( {{{ReduceEndFrame}}} - {{{ReduceStartFrame}}} ) / 10 round 2}} damage per frame until it reaches {{#expr: {{{ValueMin}}} / 10 }} damage at frame {{{ReduceEndFrame}}}.
 
}}}}{{#ifeq: {{{ReduceStartFrame|0}}} | -1 |
{{#if: {{{0_Damage|}}} |
{{#ifeq: {{{0_Damage}}} | {{{1_Damage}}} |
* The blast has a radius of {{{1_Distance}}} units and deals {{#expr: {{{1_Damage}}} / 10 }} damage.
|
{{#if: {{{1_Damage|}}} |
* Targets within {{{0_Distance}}} units of the explosion center always take {{#expr: {{{0_Damage}}} / 10 }} damage. Targets outside of this radius but inside the full blast radius of {{{1_Distance}}} units will take between {{#expr: {{{0_Damage}}} / 10 }} and {{#expr: {{{1_Damage}}} / 10 }} damage, depending on how close to the center they are.
|
* The blast has a radius of {{{0_Distance}}} units and deals {{{0_Damage}}} damage.
}}}}}}


}}}}{{#ifexpr: {{{InitRadiusForPlayer|0}}} > -1 |
}}{{#ifexpr: {{{InitRadiusForPlayer|0}}} > -1 |
{{#if: {{{InitRadiusForPlayer|}}} |
{{#if: {{{InitRadiusForPlayer|}}} |
* The bullet hitbox for collisions with players has a radius of {{#expr: {{{InitRadiusForPlayer}}} * 10 }} units.
* The bullet hitbox for collisions with players has a radius of {{{InitRadiusForPlayer}}} units.
}}{{#if: {{{InitRadiusForField|}}} |
}}{{#if: {{{InitRadiusForField|}}} |
* The bullet hitbox for collisions with the environment has a radius of {{#expr: {{{InitRadiusForField}}} * 10 }} units.
* The bullet hitbox for collisions with the environment has a radius of {{{InitRadiusForField}}} units.
}}
}}
|
|
{{#if: {{{InitRadiusForField|}}} |
{{#if: {{{InitRadiusForField|}}} |
* The bullet hitbox has a radius of {{#expr: {{{InitRadiusForField}}} * 10 }} units.
* The bullet hitbox has a radius of {{#expr: {{{InitRadiusForField}}}}} units.
}}
}}
}}{{#if: {{{Stand_DegSwerve|}}} |
 
}}{{#ifeq: {{{jump shot different|False}}} | False |
{{#if: {{{Stand_DegSwerve|}}} |
{{#ifeq: {{{Stand_DegSwerve|}}} | 0 |
{{#ifeq: {{{Stand_DegSwerve|}}} | 0 |
* Shots cannot ever deviate from the inner reticle while on the ground.
* Shots cannot ever deviate from the inner reticle while on the ground.
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{{#ifeq: {{{Stand_DegSwerve|}}} | 0 | |
{{#ifeq: {{{Stand_DegSwerve|}}} | 0 | |
* Accuracy starts recovering {{{RepeatFrame}}} frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by {{#expr: {{{Stand_DegBiasDecrease}}} * 100 }}% per frame, if the chance is not already at the minimum, meaning that it takes {{#expr: ceil ( {{{RepeatFrame}}} + ( {{{Stand_DegBiasMax}}} - {{{Stand_DegBiasMin}}} ) / {{{Stand_DegBiasDecrease}}} ) }} frames to reach maximum accuracy. {{#ifeq: {{{Stand_DegBiasMax}}} | {{{Jump_DegBiasMax}}} | | ({{#expr: ceil ( {{{RepeatFrame}}} + ( {{{Jump_DegBiasMax}}} - {{{Stand_DegBiasMin}}} ) / {{{Stand_DegBiasDecrease}}} ) }} after shooting while jumping.) }}
* Accuracy starts recovering {{{RepeatFrame}}} frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by {{#expr: {{{Stand_DegBiasDecrease}}} * 100 }}% per frame, if the chance is not already at the minimum, meaning that it takes {{#expr: ceil ( {{{RepeatFrame}}} + ( {{{Stand_DegBiasMax}}} - {{{Stand_DegBiasMin}}} ) / {{{Stand_DegBiasDecrease}}} ) }} frames to reach maximum accuracy. {{#ifeq: {{{Stand_DegBiasMax}}} | {{{Jump_DegBiasMax}}} | | ({{#expr: ceil ( {{{RepeatFrame}}} + ( {{{Jump_DegBiasMax}}} - {{{Stand_DegBiasMin}}} ) / {{{Stand_DegBiasDecrease}}} ) }} after shooting while jumping.) }}
}}}}
|
{{#ifeq: {{{DegSwerve|}}} | 0 |
* Shots cannot ever deviate from the inner reticle.
|
* The angle its shots can deviate is {{{DegSwerve}}} degrees.
* The shot has a {{#expr: {{{DegBiasMax}}} * 100 }}% chance to shoot towards the outer reticle instead of the inner reticle.
}}
}}
}}{{#if: {{{SpawnSpeed|}}} |
}}{{#if: {{{SpawnSpeed|}}} |
* Shots initially travel straight at a rate of {{{SpawnSpeed}}} units per frame for {{{GoStraightToBrakeStateFrame}}} frames. Shots travel straight for {{#expr: {{{SpawnSpeed}}} * {{{GoStraightToBrakeStateFrame}}} }} distance units.
* Shots initially travel straight at a rate of {{{SpawnSpeed}}} units per frame for {{{GoStraightToBrakeStateFrame}}} frames. Shots travel straight for {{#expr: {{{SpawnSpeed}}} * {{{GoStraightToBrakeStateFrame}}} }} distance units.


}}{{#if: {{{GoStraightStateEndMaxSpeed|}}} |
}}{{#if: {{{GoStraightStateEndMaxSpeed|}}} |
** After that, the shot's velocity is set to {{{GoStraightStateEndMaxSpeed}}} units per frame if it is not already lower than the listed value, and decreases further as it travels.
** After that, the shot's velocity is set to {{{GoStraightStateEndMaxSpeed}}} units per frame if it is not already lower than the listed value, and it loses {{#expr: {{{BrakeAirResist|0.36}}} * 100}}% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.


}}{{#ifeq: {{{ReduceStartFrame|0}}} | -1 |
{{#if: {{{SpawnSpeed|}}} |
* The bullet explodes {{{BurstFrame|13}}} frames after being fired, covering a total distance of about {{Effective range
| SkipBrakeState = {{#ifeq: {{{BrakeToFreeVelocityXZ|0}}} | 20 | True | False }}
| BrakeAirResist = {{{BrakeAirResist|0.36}}}
| GoStraightToBrakeStateFrame = {{{GoStraightToBrakeStateFrame|}}}
| GoStraightStateEndMaxSpeed = {{{GoStraightStateEndMaxSpeed|}}}
| FreeAirResist = {{{FreeAirResist|}}}
| SpawnSpeed = {{{SpawnSpeed|}}}
| ShotGuideFrame = {{{BurstFrame|13}}}
}} units.
** This number may vary at different firing angles. }}
|
{{#if: {{{SpawnSpeed|}}} |
* The effective range is about {{Effective range
| SkipBrakeState = {{#ifeq: {{{BrakeToFreeVelocityXZ|0}}} | 20 | True | False }}
| BrakeAirResist = {{{BrakeAirResist|0.36}}}
| GoStraightToBrakeStateFrame = {{{GoStraightToBrakeStateFrame|}}}
| GoStraightStateEndMaxSpeed = {{{GoStraightStateEndMaxSpeed|}}}
| FreeAirResist = {{{FreeAirResist|}}}
| SpawnSpeed = {{{SpawnSpeed|}}}
| ShotGuideFrame = {{{ShotGuideFrame|}}}
}} units.
** This number may vary at different firing angles. }}
}}</div></includeonly><noinclude>
}}</div></includeonly><noinclude>
This template takes [[shooter]] weapon parameters as input and generates a list of facts about the weapon.
This template takes [[shooter]] weapon parameters as input and generates a list of facts about the weapon.


==Notes==
==Parameter Effects==
There's a strange parameter only present on the [[.52 Gal]] called "FreeAirResist" which appears to control its deceleration. This implies that .52 gal is overriding a default value present on all other shooters. Since the game seems to consider "effective range" to be how far your weapon can shoot after it has been in the air for a certain amount of time (in parameter "ShotGuideFrame"), it would be beneficial to figure out or approximate what this value is.
===Shooters===
{| class="wikitable inkipedia"
|-
! Name !! Default value/type !! Description !! Notes
|-
| V CollisionParam || container || Contains params related to the collision of the main shot. ||
|-
| >  ChangeFrameForField || 0 || Frame in which the collision hitbox for the stage changes. ||
|-
| >  ChangeFrameForPlayer || 0 || Frame in which the collision hitbox for opponents changes. ||
|-
| >  EndRadiusForField || 0.2 || Radius of the collision hitbox after the change for the stage. ||
|-
| >  EndRadiusForPlayer || 0.2 || Radius of the collision hitbox after the change for opponents. ||
|-
| >  FriendThroughFrameForPlayer || 0 || Unknown || Likely controls collision for teammates.
|-
| >  InitRadiusForField || 0.2 || Radius of the collision hitbox before the change for the stage. ||
|-
| >  InitRadiusForPlayer || 0.2 || Radius of the collision hitbox before the change for opponents. ||
|-
| V DamageParam || container || Contains info about the damage of the main shot. ||
|-
| >  ReduceEndFrame || int || Frame in which damage falloff starts. ||
|-
| >  ReduceStartFrame || int || Frame in which minimum damage is reached. ||
|-
| >  ValueMax || int || Shot damage before damage falloff. ||
|-
| >  ValueMin || int || Shot damage after damage falloff ends. ||
|-
| V DiffusionParam || container || Simple container. || These possibly control the visual of the shots fired.
|-
| >  AdditionDegreePerFrame || float || Unknown ||
|-
| >  CenterDegree || float || Unknown ||
|-
| >  CenterDegreeSwerve || float || Unknown ||
|-
| >  DefaultDegree || array || Unknown ||
|-
| >  DegreeResetFrame || int || Unknown ||
|-
| V DiffusionTailLengthParam || container || Simple container. || These possibly control the visual of the shots fired.
|-
| >  DelayShotFrame || 3 || Unknown ||
|-
| >  EndMaxLength || 1.5 || Unknown ||
|-
| >  MaxLengthFrame || 10 || Unknown ||
|-
| >  StartMaxLength || 20.0 || Unknown ||
|-
| V MainEffectiveRangeUpParam || container || Simple container. || References some likely unused ability.
|-
| >  High || 1.5 || Unknown ||
|-
| >  Low || 0.0 || Unknown ||
|-
| >  Mid || 0.75 || Unknown ||
|-
| V MainWeaponSetting || container || Simple container. || Controls how effective certain abilities are for the weapon, as well as its acceleration and weight classes.
|-
| >  Overwrite_ConsumeRt_Main_High || -1.0 || Ink saver main ability controls. ||
|-
| >  Overwrite_ConsumeRt_Main_Low || -1.0 || ||
|-
| >  Overwrite_ConsumeRt_Main_Mid || -1.0 || ||
|-
| >  Overwrite_MoveVelRt_Shot_High || -1.0 || Run speed up ability controls. ||
|-
| >  Overwrite_MoveVelRt_Shot_Low || -1.0 || ||
|-
| >  Overwrite_MoveVelRt_Shot_Mid || -1.0 || ||
|-
| >  WeaponAccType || Mid || Controls weapon acceleration. || Set to "Fast" on Sploosh, "Mid" on everything else.
|-
| >  WeaponSpeedType || Mid || Controls weight class. ||
|-
| V MoveParam || container || Contains parameters related to bullet movement. ||
|-
| >  BrakeAirResist || 0.36 || Per frame speed reduction multiplier while in brake state. ||
|-
| >  BrakeGravity || 0.07 || Gravity while in brake state. ||
|-
| >  BrakeToFreeStateFrame || 4 || Unknown || Changing this value appears to do nothing, likely unused.
|-
| >  BrakeToFreeVelocityXZ || 0.2355 || Velocity threshold in which the projectile enters free state. ||
|-
| >  BrakeToFreeVelocityY || -0.15 || Velocity threshold in which the projectile enters free state. ||
|-
| >  FreeAirResist || 0.02 || Per frame speed reduction multiplier while in free state. ||
|-
| >  FreeGravity || 0.016 || Gravity while in free state ||
|-
| >  GoStraightStateEndMaxSpeed || float || If the projectile exceeds this number when it enters brake state, it is set to this number. ||
|-
| >  GoStraightToBrakeStateFrame || int || Frames in which the projectile flies straight ||
|-
| >  SpawnSpeed || float || Initial projectile speed. ||
|-
| V PaintParam || container || Controls painting params. ||
|-
| >  DegreeUseDepthScaleMax || 10.0 || The maximum degree that the shot can hit the ground to use the DepthScaleMax value. || Any shot that lands at an angle between this and DegreeUseDepthScaleMin has its depth scale interpolated between the two.
|-
| >  DegreeUseDepthScaleMin || 35.0 || The minimum degree that the shot can hit the ground to use the DepthScaleMin value. ||
|-
| >  DepthScaleMax || 2.4 || Maximum diffusion coefficient for the shot. Effectively, how much the puddle of ink that is created when the shot lands is stretched in the direction it was moving in. || The coefficient appears arbitrary.
|-
| >  DepthScaleMaxBreakFree || 2.4 || Controls diffusion coefficient of shots than land in brake or free state. || It is currently unknown exactly how this value works.
|-
| >  DepthScaleMin || 1.4 || Minimum diffusion coefficient of the shot. ||
|-
| >  DepthScaleMinBreakFree || 1.2 || Similar to DepthScaleMaxBreakFree. ||
|-
| >  DistanceFar || 20.0 || Distance in which WidthHalfFar is used. || WidthHalf is interpolated between the various distances and their respective WidthHalf params.
|-
| >  DistanceMiddle || float || Distance in which WidthHalfMiddle is used. ||
|-
| >  DistanceNear || 1.1 || Distance in which WidthHalfNear is used. ||
|-
| >  HeightUseDepthScaleMaxBreakFree || 1.5 || Unknown || Likely related to DepthScaleMax/MinBreakFree
|-
| >  HeightUseDepthScaleMinBreakFree || 10.0 || Unknown ||
|-
| >  WidthHalfFar || float || Painting radius of a shot that lands beyond DistanceFar. ||
|-
| >  WidthHalfMiddle || float || Painting radius of a shot that lands exactly at DistanceMiddle. ||
|-
| >  WidthHalfNear || float || Painting radius of a shot that lands before DistanceNear. ||
|-
| V SplashPaintParam || container || Simple container. || These likely control the painting of the droplets that break off of the main shot in the same way that the painting of the main shot is controlled.
|-
| >  DepthMaxDropHeight || 3.0 || Unknown ||
|-
| >  DepthMinDropHeight || 10.0 || Unknown ||
|-
| >  DepthScaleMax || 1.2 || Unknown ||
|-
| >  DepthScaleMin || 1.0 || Unknown ||
|-
| >  WidthHalf || float || Unknown ||
|-
| >  WidthHalfNearest || float || Unknown ||
|-
| V SplashSpawnParam || container || Simple container. || Likely controls the spawning of the droplets that break off of the main shot.
|-
| >  ForceSpawnNearestAddNumArray || array || Unknown ||
|-
| >  RandomSpawnVelXMax || 0.055 || Unknown ||
|-
| >  RandomSpawnVelYMax || 0.015 || Unknown ||
|-
| >  RandomSpawnVelZMax || 0.02 || Unknown ||
|-
| >  RandomSpawnVelZMin || 0.01 || Unknown ||
|-
| >  SpawnBetweenLength || float || Unknown ||
|-
| >  SpawnNearestLength || 0.0 || Unknown ||
|-
| >  SpawnNum || float || Unknown ||
|-
| >  SplitNum || int || Unknown ||
|-
| V WallDropCollisionPaintParam || container || Simple container. || Likely controls the dripping of ink of wall paint in some way.
|-
| >  FallPeriodFirstSecondTargetAlp || 1.0 || Unknown ||
|-
| >  PaintRadiusFall || 0.65 || Unknown ||
|-
| >  PaintRadiusGround || float || Unknown ||
|-
| >  PaintRadiusShock || 1.3 || Unknown ||
|-
| V WallDropMoveParam || container || Simple container. || Also likely controls the dripping of ink of wall paint in some way.
|-
| >  FallPeriodFirstFrameMax || 30 || Unknown ||
|-
| >  FallPeriodFirstFrameMin || int || Unknown ||
|-
| >  FallPeriodFirstTargetSpeed || 0.06 || Unknown ||
|-
| >  FallPeriodLastFrameMax || int || Unknown ||
|-
| >  FallPeriodLastFrameMin || 15 || Unknown ||
|-
| >  FallPeriodSecondFrame || 10 || Unknown ||
|-
| >  FallPeriodSecondTargetSpeed || float || Unknown ||
|-
| >  FreeGravityType || value_0_008 || Unknown ||
|-
| V WeaponParam || container || Simple container. ||
|-
| >  BurstAimMoveFrame || 0 || Frames in which the user is considered to be in a "firing" state after firing a shot. || Used for burst fire weapons. Controls how long the user is locked into the firing animation. Only impacts walking speed and the animation of the player while in humanoid form, and does not impact movement in any other way.
|-
| >  InkConsume || float || Ink consumption per shot. ||
|-
| >  InkRecoverStop || 20 || Frames in which ink recovery stops after firing a shot. || Commonly known as "white ink" frames.
|-
| >  Jump_DegBiasDecreaseStartFrame || int || Number of frames before accuracy starts recovering after jumping. ||
|-
| >  Jump_DegBiasEndFrame || int || Number of frames in which accuracy fully recovers after jumping. ||
|-
| >  Jump_DegBiasMax || float || Chance of shot deviation right after jumping. ||
|-
| >  Jump_DegSwerve || float || Angle in which deviated shots can go right after jumping. ||
|-
| >  MoveSpeed || float || Movement speed while firing. ||
|-
| >  PostDelayFrame || 4 || Frames after firing in which the user can enter swim form or use a sub weapon. ||
|-
| >  PostDelayFrame_Blaster || 23 || Unused for shooters. || This parameter is intended for blasters. Refer to "PostDelayFrame".
|-
| >  PreDelayFrame_HumanShot || 0 || Likely unused for shooters. || This parameter is intended for blasters.
|-
| >  PreDelayFrame_SquidShot || 4 || Likely unused for shooters. || This parameter is intended for blasters. Refer to "SquidShotShorteningFrame".
|-
| >  RepeatFrame || 6 || Number of frames between consecutive shots. ||
|-
| >  ShotGuideFrame || int || Controls crosshair position. || The position is determined by the location of the shot this many frames after it leaves the weapon.
|-
| >  SquidShotShorteningFrame || 0 || Reduces the time between leaving swim form and firing a shot. ||
|-
| >  Stand_DegBiasDecrease || float || Reduction in chance for shots to deviate per frame. ||
|-
| >  Stand_DegBiasKf || float || Increase in chance for shots to deviate per shot. ||
|-
| >  Stand_DegBiasMax || 0.25 || Maximum chance for shots to deviate while grounded. ||
|-
| >  Stand_DegBiasMin || float || Minimum chance for shots to deviate while grounded. ||
|-
| >  Stand_DegSwerve || float || Maximum angle of deviation while grounded. ||
|-
| >  TripleShotSpanFrame || 0 || Duration of burst. || Likely acts as a "postdelayframe" but for burst weapons.
|-
| >  VariableShotRepeatStartFrame || 0 || Frames in which automatic firing mode starts while holding down ZR. || Meant for squeezer.
|-
| V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate || container || Controls intensify action effect curve. ||
|-
| >  High || 1.0 || Unknown ||
|-
| >  Low || 0.0 || Unknown ||
|-
| >  Mid || 0.75 || Unknown ||
|-
| V spl__SpawnBulletAdditionMovePlayerParam || container || Simple container. ||
|-
| >  GuideYMinusZero || False || Unknown ||
|-
| >  XRate || 0.4 || Unknown ||
|-
| >  YMax || 100.0 || Unknown ||
|-
| >  YMinusRate || 0.0 || Unknown ||
|-
| >  YPlusRate || 1.0 || Unknown ||
|-
| >  ZRate || 2.0 || Unknown ||
|}
 
===Blasters===
{| class="wikitable inkipedia"
|-
! Name !! Default value/type !! Description !! Notes
|-
| V BlastParam || container || Contains parameters related to the explosion. ||
|-
| >  CollisionRadiusForPaint || 0.0 || Unknown ||
|-
| >  CrossPaintCheckLength || 2.0 || Unknown ||
|-
| >  CrossPaintRadius || float || Unknown ||
|-
| >  CrossPaintTexture || Bomb00 || Unknown ||
|-
| >  CrossPaintUseChageArea || False || Unknown ||
|-
| >  DamageAttackerPriority || False || Determines whether the damage is dealt when it occurs on the user's screen or opponent's screen. || Always set to true for blasters.
|-
| >  DamageLinear || False || Determines whether the damage scales with distance. || Always set to true for blasters, but some blasters always deal the same damage regardless of distance.
|-
| >  DamageOffsetY || 0.0 || Unknown ||
|-
| >V DistanceDamage || array || Array of damage values that the blaster can do and distances in which they occur. ||
|-
| >>  Damage || int || Damage of the explosion. ||
|-
| >>  Distance || float || Maximum distance in which this damage occurs. || Distance in which explosion damage falloff starts (assuming there is a lower value to scale to)
|-
| >V KnockBackParam || container || Simple container. ||
|-
| >>  Accel || float || Unknown ||
|-
| >>  Bias || float || Unknown ||
|-
| >>  DirectionZeroAccelRate || 0.0 || Unknown ||
|-
| >>  Distance || float || Unknown ||
|-
| >  PaintHeight || 4.0 || Unknown ||
|-
| >  PaintOffsetY || 0.0 || Unknown ||
|-
| >  PaintRadius || 4.0 || Unknown ||
|-
| >  PaintTexture || Bomb00 || Determines which texture is used for the paint of the blast. ||
|-
| >  PlaneDamage || array || Unknown ||
|-
| >  ReactionVel || 100.0 || Unknown ||
|-
| >V SplashAroundParam || container || Contains parameters related to the splotches of ink that come out of the explosion. ||
|-
| >>  Num || 0 || Number of splotches. ||
|-
| >>  OffsetY || 0.5 || Somewhat self-explanatory. ||
|-
| >>  PaintRadius || 1.0 || Somewhat self-explanatory. ||
|-
| >>  PitchMax || 30.0 || Max angle the splotches can be sent at(?) ||
|-
| >>  PitchMin || 5.0 || Min angle the splotches can be sent at(?) ||
|-
| >>  VelocityMax || 0.54 || Somewhat self-explanatory. ||
|-
| >>  VelocityMin || 0.48 || Somewhat self-explanatory. ||
|-
| >  SubSpecialSpecUpList || array || Contains a list of things that change when sub/special power up is equipped. || Meant for subs and specials since they use the same object type for their explosions. Unused on blasters.
|-
| V BlasterBurstParam || container || Simple container. ||
|-
| >  BurstFrame || 13 || Number of frames before the shot explodes after it has been fired. ||
|-
| >  MoveLength || 2.2 || Unknown ||
|-
| >  NoOccurRoundYOver90RoundXMinus || False || Unknown ||
|-
| >  NoOccurRoundYOver90RoundXPlus || False || Unknown ||
|-
| >  ShotCollisionHitDamageRate || 0.5 || Explosion damage dealt when the shot explodes on a wall. ||
|-
| >  ShotCollisionHitRadiusRate || 0.5 || Explosion hitbox size when the shot explodes on a wall. ||
|-
| >  SplashDropCollisionRadius || 0.4 || Unknown ||
|-
| >  SplashDropDrawRadius || 0.6 || Unknown ||
|-
| >  SplashDropInitSpeed || 0.0 || Unknown ||
|-
| >  SplashDropOn || True || Unknown ||
|-
| >  SplashDropPaintRadius || 3.2 || Unknown ||
|-
| >  SplashDropPaintShotColHitRadius || float || Unknown ||
|-
| >  SplashPaintRadius || 2.0 || Unknown ||
|-
| >  SplashPaintShotColHitRadius || 1.4 || Unknown ||
|-
| >  SplashRoundAxisXArray || float array || Unknown ||
|-
| >  SplashRoundAxisYArray || float array || Unknown ||
|-
| >V SplashWallDropMoveParam || container || Simple container. || Potentially contains parameters that control the "dripping" of ink that hits walls.
|-
| >>  FallPeriodFirstFrameMax || int || Unknown ||
|-
| >>  FallPeriodFirstFrameMin || int || Unknown ||
|-
| >>  FallPeriodFirstTargetSpeed || float || Unknown ||
|-
| >>  FallPeriodLastFrameMax || int || Unknown ||
|-
| >>  FallPeriodLastFrameMin || int || Unknown ||
|-
| >>  FallPeriodSecondFrame || int || Unknown ||
|-
| >>  FallPeriodSecondTargetSpeed || float || Unknown ||
|-
| >>  FreeGravityType || value_0_008 || Unknown ||
|-
| >V SplashWallDropPaintParam || container || Simple container. || Potentially contains parameters related to ink created when hitting a wall.
|-
| >>  FallPeriodFirstSecondTargetAlp || 1.0 || Unknown ||
|-
| >>  PaintRadiusFall || float || Unknown ||
|-
| >>  PaintRadiusGround || float || Unknown ||
|-
| >>  PaintRadiusShock || float || Unknown ||
|-
| >  WallHitPaintRadius || 2.2 || Unknown ||
|-
| V CollisionParam || container || Contains params related to the collision of the main shot. ||
|-
| >  ChangeFrameForField || 0 || Frame in which the collision hitbox for the stage changes. ||
|-
| >  ChangeFrameForPlayer || 0 || Frame in which the collision hitbox for opponents changes. ||
|-
| >  EndRadiusForField || 0.2 || Radius of the collision hitbox after the change for the stage. ||
|-
| >  EndRadiusForPlayer || 0.2 || Radius of the collision hitbox after the change for opponents. ||
|-
| >  FriendThroughFrameForPlayer || 0 || Unknown || Likely controls collision for teammates.
|-
| >  InitRadiusForField || 0.2 || Radius of the collision hitbox before the change for the stage. ||
|-
| >  InitRadiusForPlayer || 0.2 || Radius of the collision hitbox before the change for opponents. ||
|-
| V DamageParam || container || Contains info about the damage of the main shot. ||
|-
| >  ReduceEndFrame || int || Frame in which damage falloff starts. ||
|-
| >  ReduceStartFrame || int || Frame in which minimum damage is reached. ||
|-
| >  ValueMax || int || Direct damage before damage falloff. ||
|-
| >  ValueMin || int || Direct damage after damage falloff ends. || Effectively unused on blasters.
|-
| V MainEffectiveRangeUpParam || container || Simple container. || No clue what this does, but "High Low Mid" implies this is for an unused ability.
|-
| >  High || 1.5 || Unknown ||
|-
| >  Low || 0.0 || Unknown ||
|-
| >  Mid || 0.75 || Unknown ||
|-
| V MainWeaponSetting || container || Simple container. || The ability values are negative probably to signal no change in the normal curve.
|-
| >  Overwrite_ConsumeRt_Main_High || -1.0 || Ink consumption multiplier with max ink saver main. ||
|-
| >  Overwrite_ConsumeRt_Main_Low || -1.0 || Ink consumption multiplier with no ink saver main. ||
|-
| >  Overwrite_ConsumeRt_Main_Mid || -1.0 || Ink consumption multiplier with a certain amount of ink saver main. || Not sure what this "certain amount" is.
|-
| >  Overwrite_MoveVelRt_Shot_High || -1.0 || Movement speed multiplier while firing with max run speed up. ||
|-
| >  Overwrite_MoveVelRt_Shot_Low || -1.0 || Movement speed multiplier while firing with no run speed up. ||
|-
| >  Overwrite_MoveVelRt_Shot_Mid || -1.0 || Movement speed multiplier while firing with a certain amount of run speed up. || Not sure what this "certain amount" is.
|-
| >  WeaponAccType || Mid || Controls weapon acceleration. || Everything except for sploosh has this on mid.
|-
| >  WeaponSpeedType || Mid || Weapon weight class. ||
|-
| V MoveParam || container || Contains parameters related to bullet movement. ||
|-
| >  BrakeAirResist || 0.36 || Per frame speed reduction multiplier while in brake state. ||
|-
| >  BrakeGravity || 0.07 || Gravity while in brake state. ||
|-
| >  BrakeToFreeStateFrame || 4 || Unknown || Changing this value appears to do nothing, likely unused.
|-
| >  BrakeToFreeVelocityXZ || 0.2355 || Velocity threshold in which the projectile enters free state. ||
|-
| >  BrakeToFreeVelocityY || -0.15 || Velocity threshold in which the projectile enters free state. ||
|-
| >  FreeAirResist || 0.02 || Per frame speed reduction multiplier while in free state. ||
|-
| >  FreeGravity || 0.016 || Gravity while in free state ||
|-
| >  GoStraightStateEndMaxSpeed || float || If the projectile exceeds this number when it enters brake state, it is set to this number. ||
|-
| >  GoStraightToBrakeStateFrame || int || Frames in which the projectile flies straight ||
|-
| >  SpawnSpeed || float || Initial projectile speed. ||
|-
| V PaintParam || container || Controls paint of the main shot. || Due to the explosion, the effect of these params is likely negligible for blasters.
|-
| >  DegreeUseDepthScaleMax || 10.0 || Unknown ||
|-
| >  DegreeUseDepthScaleMin || 35.0 || Unknown ||
|-
| >  DepthScaleMax || 2.4 || Unknown ||
|-
| >  DepthScaleMaxBreakFree || 2.4 || Unknown ||
|-
| >  DepthScaleMin || 1.4 || Unknown ||
|-
| >  DepthScaleMinBreakFree || 1.2 || Unknown ||
|-
| >  DistanceFar || 20.0 || Unknown ||
|-
| >  DistanceMiddle || float || Unknown ||
|-
| >  DistanceNear || 1.1 || Unknown ||
|-
| >  HeightUseDepthScaleMaxBreakFree || 1.5 || Unknown ||
|-
| >  HeightUseDepthScaleMinBreakFree || 10.0 || Unknown ||
|-
| >  WidthHalfFar || float || Unknown ||
|-
| >  WidthHalfMiddle || float || Unknown ||
|-
| >  WidthHalfNear || float || Unknown ||
|-
| V SplashPaintParam || container || Controls paint of the droplets that come out of the main shot(?) ||
|-
| >  DepthMaxDropHeight || 3.0 || Unknown ||
|-
| >  DepthMinDropHeight || 10.0 || Unknown ||
|-
| >  DepthScaleMax || 1.2 || Unknown ||
|-
| >  DepthScaleMin || 1.0 || Unknown ||
|-
| >  WidthHalf || float || Unknown ||
|-
| >  WidthHalfNearest || float || Unknown ||
|-
| V SplashSpawnParam || container || Unknown container ||
|-
| >V ForceSpawnNearestAddNumArray || container || Controls forceful spawning of a droplet that paints the user's feet(?) ||
|-
| >  RandomSpawnVelXMax || 0.055 || Unknown ||
|-
| >  RandomSpawnVelYMax || 0.015 || Unknown ||
|-
| >  RandomSpawnVelZMax || 0.02 || Unknown ||
|-
| >  RandomSpawnVelZMin || 0.01 || Unknown ||
|-
| >  SpawnBetweenLength || float || Unknown ||
|-
| >  SpawnNearestLength || 0.0 || Unknown ||
|-
| >  SpawnNum || float || Unknown ||
|-
| >  SplitNum || int || Unknown ||
|-
| V SplashWallHitParam || container || Contains parameters that control the painting of droplets that hit walls(?) ||
|-
| >V SpawnParam || container || Simple container. ||
|-
| >>  BetweenDistance || 1.25 || Unknown ||
|-
| >>  DistanceXZRate || 1.33333 || Unknown ||
|-
| >>  FirstDistance || float || Unknown ||
|-
| >>  VelocityMinusYRate || float || Unknown ||
|-
| >V WallDropCollisionPaintParam || container || Simple container. ||
|-
| >>  FallPeriodFirstSecondTargetAlp || float || Unknown ||
|-
| >>  PaintRadiusFall || float || Unknown ||
|-
| >>  PaintRadiusGround || 0.6 || Unknown ||
|-
| >>  PaintRadiusShock || float || Unknown ||
|-
| >V WallDropMoveParam || container || Simple container. ||
|-
| >>  FallPeriodFirstFrameMax || 30 || Unknown ||
|-
| >>  FallPeriodFirstFrameMin || int || Unknown ||
|-
| >>  FallPeriodFirstTargetSpeed || float || Unknown ||
|-
| >>  FallPeriodLastFrameMax || int || Unknown ||
|-
| >>  FallPeriodLastFrameMin || int || Unknown ||
|-
| >>  FallPeriodSecondFrame || int || Unknown ||
|-
| >>  FallPeriodSecondTargetSpeed || float || Unknown ||
|-
| >>  FreeGravityType || value_0_008 || Unknown ||
|-
| V WallDropCollisionPaintParam || container || Simple container. ||
|-
| >  FallPeriodFirstSecondTargetAlp || 1.0 || Unknown ||
|-
| >  PaintRadiusFall || 0.65 || Unknown ||
|-
| >  PaintRadiusGround || float || Unknown ||
|-
| >  PaintRadiusShock || 1.3 || Unknown ||
|-
| V WallDropMoveParam || container || Simple container. ||
|-
| >  FallPeriodFirstFrameMax || 30 || Unknown ||
|-
| >  FallPeriodFirstFrameMin || int || Unknown ||
|-
| >  FallPeriodFirstTargetSpeed || 0.06 || Unknown ||
|-
| >  FallPeriodLastFrameMax || int || Unknown ||
|-
| >  FallPeriodLastFrameMin || 15 || Unknown ||
|-
| >  FallPeriodSecondFrame || 10 || Unknown ||
|-
| >  FallPeriodSecondTargetSpeed || float || Unknown ||
|-
| >  FreeGravityType || value_0_008 || Unknown ||
|-
| V WeaponParam || container || Simple container. ||
|-
| >  BurstAimMoveFrame || 0 || Frames in which the user is considered to be in a "firing" state after firing a shot. || Used for burst fire weapons. Only impacts movement speed and animation.
|-
| >  InkConsume || float || Ink consumption per shot. ||
|-
| >  InkRecoverStop || 20 || Frames in which ink recovery stops after firing a shot. || Commonly known as "white ink" frames.
|-
| >  Jump_DegBiasDecreaseStartFrame || int || Number of frames before accuracy starts recovering after jumping. ||
|-
| >  Jump_DegBiasEndFrame || int || Number of frames in which accuracy fully recovers after jumping. ||
|-
| >  Jump_DegBiasMax || float || Chance of shot deviation right after jumping. ||
|-
| >  Jump_DegSwerve || float || Angle in which deviated shots can go right after jumping. ||
|-
| >  MoveSpeed || float || Movement speed while firing. ||
|-
| >  PostDelayFrame || 4 || Unused for blasters. || This parameter is intended for shooters. Refer to "PostDelayFrame_Blaster".
|-
| >  PostDelayFrame_Blaster || 23 || Frames after firing the weapon in which the user can enter swim form or use a sub weapon. ||
|-
| >  PreDelayFrame_HumanShot || 0 || Frames before the blaster shot comes out when firing from human form (after an additional 4 frames). ||
|-
| >  PreDelayFrame_SquidShot || 4 || Frames before the blaster shot comes out when firing from swim form (after an additional 9 frames) || Also controlled by SquidShotShorteningFrame, for some reason.
|-
| >  RepeatFrame || 6 || Number of frames between consecutive shots. ||
|-
| >  ShotGuideFrame || int || Controls crosshair position. || The position is determined by the location of the shot this many frames after it leaves the weapon.
|-
| >  SquidShotShorteningFrame || 0 || Reduces the time between leaving swim form and firing a shot. || Mainly controlled by PreDelayFrame_SquidShot.
|-
| >  Stand_DegBiasDecrease || float || Reduction in chance for shots to deviate per frame. ||
|-
| >  Stand_DegBiasKf || float || Increase in chance for shots to deviate per shot. ||
|-
| >  Stand_DegBiasMax || 0.25 || Maximum chance for shots to deviate while grounded. ||
|-
| >  Stand_DegBiasMin || float || Minimum chance for shots to deviate while grounded. ||
|-
| >  Stand_DegSwerve || float || Maximum angle of deviation while grounded. ||
|-
| >  TripleShotSpanFrame || 0 || Duration of burst. || Likely acts as a "postdelayframe" but for burst weapons.
|-
| >  VariableShotRepeatStartFrame || 0 || Frames in which automatic firing mode starts while holding down ZR. || Meant for squeezer.
|-
| V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate || container || Controls how effective intensify action is. ||
|-
| >  High || 1.0 || ||
|-
| >  Low || 0.0 || ||
|-
| >  Mid || float || || Set lower than default.
|-
| V spl__PlayerGearSkillParam_MainEffectiveRangeUp || container || Simple container. || Duplicate?
|-
| >  High || 1.5 || Unknown ||
|-
| >  Low || 0.0 || Unknown ||
|-
| >  Mid || 0.75 || Unknown ||
|-
| V spl__SpawnBulletAdditionMovePlayerParam || container || Simple container. ||
|-
| >  GuideYMinusZero || False || Unknown ||
|-
| >  XRate || 0.4 || Unknown ||
|-
| >  YMax || 100.0 || Unknown ||
|-
| >  YMinusRate || 0.0 || Unknown ||
|-
| >  YPlusRate || 1.0 || Unknown ||
|-
| >  ZRate || 2.0 || Unknown ||
|}
 
== Notes ==
[[S-BLAST '92]] and [[Squeezer]] should use this page 3 times, one for their basic stats, and 2 times for each of their firing modes. S-BLAST should also have an additional parameter "jump shot different" set to True for each of its firing modes to avoid default parameter usage.


== Example ==
== Example ==

Revision as of 23:12, 2 May 2024

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

Parameter Effects

Shooters

Name Default value/type Description Notes
V CollisionParam container Contains params related to the collision of the main shot.
> ChangeFrameForField 0 Frame in which the collision hitbox for the stage changes.
> ChangeFrameForPlayer 0 Frame in which the collision hitbox for opponents changes.
> EndRadiusForField 0.2 Radius of the collision hitbox after the change for the stage.
> EndRadiusForPlayer 0.2 Radius of the collision hitbox after the change for opponents.
> FriendThroughFrameForPlayer 0 Unknown Likely controls collision for teammates.
> InitRadiusForField 0.2 Radius of the collision hitbox before the change for the stage.
> InitRadiusForPlayer 0.2 Radius of the collision hitbox before the change for opponents.
V DamageParam container Contains info about the damage of the main shot.
> ReduceEndFrame int Frame in which damage falloff starts.
> ReduceStartFrame int Frame in which minimum damage is reached.
> ValueMax int Shot damage before damage falloff.
> ValueMin int Shot damage after damage falloff ends.
V DiffusionParam container Simple container. These possibly control the visual of the shots fired.
> AdditionDegreePerFrame float Unknown
> CenterDegree float Unknown
> CenterDegreeSwerve float Unknown
> DefaultDegree array Unknown
> DegreeResetFrame int Unknown
V DiffusionTailLengthParam container Simple container. These possibly control the visual of the shots fired.
> DelayShotFrame 3 Unknown
> EndMaxLength 1.5 Unknown
> MaxLengthFrame 10 Unknown
> StartMaxLength 20.0 Unknown
V MainEffectiveRangeUpParam container Simple container. References some likely unused ability.
> High 1.5 Unknown
> Low 0.0 Unknown
> Mid 0.75 Unknown
V MainWeaponSetting container Simple container. Controls how effective certain abilities are for the weapon, as well as its acceleration and weight classes.
> Overwrite_ConsumeRt_Main_High -1.0 Ink saver main ability controls.
> Overwrite_ConsumeRt_Main_Low -1.0
> Overwrite_ConsumeRt_Main_Mid -1.0
> Overwrite_MoveVelRt_Shot_High -1.0 Run speed up ability controls.
> Overwrite_MoveVelRt_Shot_Low -1.0
> Overwrite_MoveVelRt_Shot_Mid -1.0
> WeaponAccType Mid Controls weapon acceleration. Set to "Fast" on Sploosh, "Mid" on everything else.
> WeaponSpeedType Mid Controls weight class.
V MoveParam container Contains parameters related to bullet movement.
> BrakeAirResist 0.36 Per frame speed reduction multiplier while in brake state.
> BrakeGravity 0.07 Gravity while in brake state.
> BrakeToFreeStateFrame 4 Unknown Changing this value appears to do nothing, likely unused.
> BrakeToFreeVelocityXZ 0.2355 Velocity threshold in which the projectile enters free state.
> BrakeToFreeVelocityY -0.15 Velocity threshold in which the projectile enters free state.
> FreeAirResist 0.02 Per frame speed reduction multiplier while in free state.
> FreeGravity 0.016 Gravity while in free state
> GoStraightStateEndMaxSpeed float If the projectile exceeds this number when it enters brake state, it is set to this number.
> GoStraightToBrakeStateFrame int Frames in which the projectile flies straight
> SpawnSpeed float Initial projectile speed.
V PaintParam container Controls painting params.
> DegreeUseDepthScaleMax 10.0 The maximum degree that the shot can hit the ground to use the DepthScaleMax value. Any shot that lands at an angle between this and DegreeUseDepthScaleMin has its depth scale interpolated between the two.
> DegreeUseDepthScaleMin 35.0 The minimum degree that the shot can hit the ground to use the DepthScaleMin value.
> DepthScaleMax 2.4 Maximum diffusion coefficient for the shot. Effectively, how much the puddle of ink that is created when the shot lands is stretched in the direction it was moving in. The coefficient appears arbitrary.
> DepthScaleMaxBreakFree 2.4 Controls diffusion coefficient of shots than land in brake or free state. It is currently unknown exactly how this value works.
> DepthScaleMin 1.4 Minimum diffusion coefficient of the shot.
> DepthScaleMinBreakFree 1.2 Similar to DepthScaleMaxBreakFree.
> DistanceFar 20.0 Distance in which WidthHalfFar is used. WidthHalf is interpolated between the various distances and their respective WidthHalf params.
> DistanceMiddle float Distance in which WidthHalfMiddle is used.
> DistanceNear 1.1 Distance in which WidthHalfNear is used.
> HeightUseDepthScaleMaxBreakFree 1.5 Unknown Likely related to DepthScaleMax/MinBreakFree
> HeightUseDepthScaleMinBreakFree 10.0 Unknown
> WidthHalfFar float Painting radius of a shot that lands beyond DistanceFar.
> WidthHalfMiddle float Painting radius of a shot that lands exactly at DistanceMiddle.
> WidthHalfNear float Painting radius of a shot that lands before DistanceNear.
V SplashPaintParam container Simple container. These likely control the painting of the droplets that break off of the main shot in the same way that the painting of the main shot is controlled.
> DepthMaxDropHeight 3.0 Unknown
> DepthMinDropHeight 10.0 Unknown
> DepthScaleMax 1.2 Unknown
> DepthScaleMin 1.0 Unknown
> WidthHalf float Unknown
> WidthHalfNearest float Unknown
V SplashSpawnParam container Simple container. Likely controls the spawning of the droplets that break off of the main shot.
> ForceSpawnNearestAddNumArray array Unknown
> RandomSpawnVelXMax 0.055 Unknown
> RandomSpawnVelYMax 0.015 Unknown
> RandomSpawnVelZMax 0.02 Unknown
> RandomSpawnVelZMin 0.01 Unknown
> SpawnBetweenLength float Unknown
> SpawnNearestLength 0.0 Unknown
> SpawnNum float Unknown
> SplitNum int Unknown
V WallDropCollisionPaintParam container Simple container. Likely controls the dripping of ink of wall paint in some way.
> FallPeriodFirstSecondTargetAlp 1.0 Unknown
> PaintRadiusFall 0.65 Unknown
> PaintRadiusGround float Unknown
> PaintRadiusShock 1.3 Unknown
V WallDropMoveParam container Simple container. Also likely controls the dripping of ink of wall paint in some way.
> FallPeriodFirstFrameMax 30 Unknown
> FallPeriodFirstFrameMin int Unknown
> FallPeriodFirstTargetSpeed 0.06 Unknown
> FallPeriodLastFrameMax int Unknown
> FallPeriodLastFrameMin 15 Unknown
> FallPeriodSecondFrame 10 Unknown
> FallPeriodSecondTargetSpeed float Unknown
> FreeGravityType value_0_008 Unknown
V WeaponParam container Simple container.
> BurstAimMoveFrame 0 Frames in which the user is considered to be in a "firing" state after firing a shot. Used for burst fire weapons. Controls how long the user is locked into the firing animation. Only impacts walking speed and the animation of the player while in humanoid form, and does not impact movement in any other way.
> InkConsume float Ink consumption per shot.
> InkRecoverStop 20 Frames in which ink recovery stops after firing a shot. Commonly known as "white ink" frames.
> Jump_DegBiasDecreaseStartFrame int Number of frames before accuracy starts recovering after jumping.
> Jump_DegBiasEndFrame int Number of frames in which accuracy fully recovers after jumping.
> Jump_DegBiasMax float Chance of shot deviation right after jumping.
> Jump_DegSwerve float Angle in which deviated shots can go right after jumping.
> MoveSpeed float Movement speed while firing.
> PostDelayFrame 4 Frames after firing in which the user can enter swim form or use a sub weapon.
> PostDelayFrame_Blaster 23 Unused for shooters. This parameter is intended for blasters. Refer to "PostDelayFrame".
> PreDelayFrame_HumanShot 0 Likely unused for shooters. This parameter is intended for blasters.
> PreDelayFrame_SquidShot 4 Likely unused for shooters. This parameter is intended for blasters. Refer to "SquidShotShorteningFrame".
> RepeatFrame 6 Number of frames between consecutive shots.
> ShotGuideFrame int Controls crosshair position. The position is determined by the location of the shot this many frames after it leaves the weapon.
> SquidShotShorteningFrame 0 Reduces the time between leaving swim form and firing a shot.
> Stand_DegBiasDecrease float Reduction in chance for shots to deviate per frame.
> Stand_DegBiasKf float Increase in chance for shots to deviate per shot.
> Stand_DegBiasMax 0.25 Maximum chance for shots to deviate while grounded.
> Stand_DegBiasMin float Minimum chance for shots to deviate while grounded.
> Stand_DegSwerve float Maximum angle of deviation while grounded.
> TripleShotSpanFrame 0 Duration of burst. Likely acts as a "postdelayframe" but for burst weapons.
> VariableShotRepeatStartFrame 0 Frames in which automatic firing mode starts while holding down ZR. Meant for squeezer.
V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate container Controls intensify action effect curve.
> High 1.0 Unknown
> Low 0.0 Unknown
> Mid 0.75 Unknown
V spl__SpawnBulletAdditionMovePlayerParam container Simple container.
> GuideYMinusZero False Unknown
> XRate 0.4 Unknown
> YMax 100.0 Unknown
> YMinusRate 0.0 Unknown
> YPlusRate 1.0 Unknown
> ZRate 2.0 Unknown

Blasters

Name Default value/type Description Notes
V BlastParam container Contains parameters related to the explosion.
> CollisionRadiusForPaint 0.0 Unknown
> CrossPaintCheckLength 2.0 Unknown
> CrossPaintRadius float Unknown
> CrossPaintTexture Bomb00 Unknown
> CrossPaintUseChageArea False Unknown
> DamageAttackerPriority False Determines whether the damage is dealt when it occurs on the user's screen or opponent's screen. Always set to true for blasters.
> DamageLinear False Determines whether the damage scales with distance. Always set to true for blasters, but some blasters always deal the same damage regardless of distance.
> DamageOffsetY 0.0 Unknown
>V DistanceDamage array Array of damage values that the blaster can do and distances in which they occur.
>> Damage int Damage of the explosion.
>> Distance float Maximum distance in which this damage occurs. Distance in which explosion damage falloff starts (assuming there is a lower value to scale to)
>V KnockBackParam container Simple container.
>> Accel float Unknown
>> Bias float Unknown
>> DirectionZeroAccelRate 0.0 Unknown
>> Distance float Unknown
> PaintHeight 4.0 Unknown
> PaintOffsetY 0.0 Unknown
> PaintRadius 4.0 Unknown
> PaintTexture Bomb00 Determines which texture is used for the paint of the blast.
> PlaneDamage array Unknown
> ReactionVel 100.0 Unknown
>V SplashAroundParam container Contains parameters related to the splotches of ink that come out of the explosion.
>> Num 0 Number of splotches.
>> OffsetY 0.5 Somewhat self-explanatory.
>> PaintRadius 1.0 Somewhat self-explanatory.
>> PitchMax 30.0 Max angle the splotches can be sent at(?)
>> PitchMin 5.0 Min angle the splotches can be sent at(?)
>> VelocityMax 0.54 Somewhat self-explanatory.
>> VelocityMin 0.48 Somewhat self-explanatory.
> SubSpecialSpecUpList array Contains a list of things that change when sub/special power up is equipped. Meant for subs and specials since they use the same object type for their explosions. Unused on blasters.
V BlasterBurstParam container Simple container.
> BurstFrame 13 Number of frames before the shot explodes after it has been fired.
> MoveLength 2.2 Unknown
> NoOccurRoundYOver90RoundXMinus False Unknown
> NoOccurRoundYOver90RoundXPlus False Unknown
> ShotCollisionHitDamageRate 0.5 Explosion damage dealt when the shot explodes on a wall.
> ShotCollisionHitRadiusRate 0.5 Explosion hitbox size when the shot explodes on a wall.
> SplashDropCollisionRadius 0.4 Unknown
> SplashDropDrawRadius 0.6 Unknown
> SplashDropInitSpeed 0.0 Unknown
> SplashDropOn True Unknown
> SplashDropPaintRadius 3.2 Unknown
> SplashDropPaintShotColHitRadius float Unknown
> SplashPaintRadius 2.0 Unknown
> SplashPaintShotColHitRadius 1.4 Unknown
> SplashRoundAxisXArray float array Unknown
> SplashRoundAxisYArray float array Unknown
>V SplashWallDropMoveParam container Simple container. Potentially contains parameters that control the "dripping" of ink that hits walls.
>> FallPeriodFirstFrameMax int Unknown
>> FallPeriodFirstFrameMin int Unknown
>> FallPeriodFirstTargetSpeed float Unknown
>> FallPeriodLastFrameMax int Unknown
>> FallPeriodLastFrameMin int Unknown
>> FallPeriodSecondFrame int Unknown
>> FallPeriodSecondTargetSpeed float Unknown
>> FreeGravityType value_0_008 Unknown
>V SplashWallDropPaintParam container Simple container. Potentially contains parameters related to ink created when hitting a wall.
>> FallPeriodFirstSecondTargetAlp 1.0 Unknown
>> PaintRadiusFall float Unknown
>> PaintRadiusGround float Unknown
>> PaintRadiusShock float Unknown
> WallHitPaintRadius 2.2 Unknown
V CollisionParam container Contains params related to the collision of the main shot.
> ChangeFrameForField 0 Frame in which the collision hitbox for the stage changes.
> ChangeFrameForPlayer 0 Frame in which the collision hitbox for opponents changes.
> EndRadiusForField 0.2 Radius of the collision hitbox after the change for the stage.
> EndRadiusForPlayer 0.2 Radius of the collision hitbox after the change for opponents.
> FriendThroughFrameForPlayer 0 Unknown Likely controls collision for teammates.
> InitRadiusForField 0.2 Radius of the collision hitbox before the change for the stage.
> InitRadiusForPlayer 0.2 Radius of the collision hitbox before the change for opponents.
V DamageParam container Contains info about the damage of the main shot.
> ReduceEndFrame int Frame in which damage falloff starts.
> ReduceStartFrame int Frame in which minimum damage is reached.
> ValueMax int Direct damage before damage falloff.
> ValueMin int Direct damage after damage falloff ends. Effectively unused on blasters.
V MainEffectiveRangeUpParam container Simple container. No clue what this does, but "High Low Mid" implies this is for an unused ability.
> High 1.5 Unknown
> Low 0.0 Unknown
> Mid 0.75 Unknown
V MainWeaponSetting container Simple container. The ability values are negative probably to signal no change in the normal curve.
> Overwrite_ConsumeRt_Main_High -1.0 Ink consumption multiplier with max ink saver main.
> Overwrite_ConsumeRt_Main_Low -1.0 Ink consumption multiplier with no ink saver main.
> Overwrite_ConsumeRt_Main_Mid -1.0 Ink consumption multiplier with a certain amount of ink saver main. Not sure what this "certain amount" is.
> Overwrite_MoveVelRt_Shot_High -1.0 Movement speed multiplier while firing with max run speed up.
> Overwrite_MoveVelRt_Shot_Low -1.0 Movement speed multiplier while firing with no run speed up.
> Overwrite_MoveVelRt_Shot_Mid -1.0 Movement speed multiplier while firing with a certain amount of run speed up. Not sure what this "certain amount" is.
> WeaponAccType Mid Controls weapon acceleration. Everything except for sploosh has this on mid.
> WeaponSpeedType Mid Weapon weight class.
V MoveParam container Contains parameters related to bullet movement.
> BrakeAirResist 0.36 Per frame speed reduction multiplier while in brake state.
> BrakeGravity 0.07 Gravity while in brake state.
> BrakeToFreeStateFrame 4 Unknown Changing this value appears to do nothing, likely unused.
> BrakeToFreeVelocityXZ 0.2355 Velocity threshold in which the projectile enters free state.
> BrakeToFreeVelocityY -0.15 Velocity threshold in which the projectile enters free state.
> FreeAirResist 0.02 Per frame speed reduction multiplier while in free state.
> FreeGravity 0.016 Gravity while in free state
> GoStraightStateEndMaxSpeed float If the projectile exceeds this number when it enters brake state, it is set to this number.
> GoStraightToBrakeStateFrame int Frames in which the projectile flies straight
> SpawnSpeed float Initial projectile speed.
V PaintParam container Controls paint of the main shot. Due to the explosion, the effect of these params is likely negligible for blasters.
> DegreeUseDepthScaleMax 10.0 Unknown
> DegreeUseDepthScaleMin 35.0 Unknown
> DepthScaleMax 2.4 Unknown
> DepthScaleMaxBreakFree 2.4 Unknown
> DepthScaleMin 1.4 Unknown
> DepthScaleMinBreakFree 1.2 Unknown
> DistanceFar 20.0 Unknown
> DistanceMiddle float Unknown
> DistanceNear 1.1 Unknown
> HeightUseDepthScaleMaxBreakFree 1.5 Unknown
> HeightUseDepthScaleMinBreakFree 10.0 Unknown
> WidthHalfFar float Unknown
> WidthHalfMiddle float Unknown
> WidthHalfNear float Unknown
V SplashPaintParam container Controls paint of the droplets that come out of the main shot(?)
> DepthMaxDropHeight 3.0 Unknown
> DepthMinDropHeight 10.0 Unknown
> DepthScaleMax 1.2 Unknown
> DepthScaleMin 1.0 Unknown
> WidthHalf float Unknown
> WidthHalfNearest float Unknown
V SplashSpawnParam container Unknown container
>V ForceSpawnNearestAddNumArray container Controls forceful spawning of a droplet that paints the user's feet(?)
> RandomSpawnVelXMax 0.055 Unknown
> RandomSpawnVelYMax 0.015 Unknown
> RandomSpawnVelZMax 0.02 Unknown
> RandomSpawnVelZMin 0.01 Unknown
> SpawnBetweenLength float Unknown
> SpawnNearestLength 0.0 Unknown
> SpawnNum float Unknown
> SplitNum int Unknown
V SplashWallHitParam container Contains parameters that control the painting of droplets that hit walls(?)
>V SpawnParam container Simple container.
>> BetweenDistance 1.25 Unknown
>> DistanceXZRate 1.33333 Unknown
>> FirstDistance float Unknown
>> VelocityMinusYRate float Unknown
>V WallDropCollisionPaintParam container Simple container.
>> FallPeriodFirstSecondTargetAlp float Unknown
>> PaintRadiusFall float Unknown
>> PaintRadiusGround 0.6 Unknown
>> PaintRadiusShock float Unknown
>V WallDropMoveParam container Simple container.
>> FallPeriodFirstFrameMax 30 Unknown
>> FallPeriodFirstFrameMin int Unknown
>> FallPeriodFirstTargetSpeed float Unknown
>> FallPeriodLastFrameMax int Unknown
>> FallPeriodLastFrameMin int Unknown
>> FallPeriodSecondFrame int Unknown
>> FallPeriodSecondTargetSpeed float Unknown
>> FreeGravityType value_0_008 Unknown
V WallDropCollisionPaintParam container Simple container.
> FallPeriodFirstSecondTargetAlp 1.0 Unknown
> PaintRadiusFall 0.65 Unknown
> PaintRadiusGround float Unknown
> PaintRadiusShock 1.3 Unknown
V WallDropMoveParam container Simple container.
> FallPeriodFirstFrameMax 30 Unknown
> FallPeriodFirstFrameMin int Unknown
> FallPeriodFirstTargetSpeed 0.06 Unknown
> FallPeriodLastFrameMax int Unknown
> FallPeriodLastFrameMin 15 Unknown
> FallPeriodSecondFrame 10 Unknown
> FallPeriodSecondTargetSpeed float Unknown
> FreeGravityType value_0_008 Unknown
V WeaponParam container Simple container.
> BurstAimMoveFrame 0 Frames in which the user is considered to be in a "firing" state after firing a shot. Used for burst fire weapons. Only impacts movement speed and animation.
> InkConsume float Ink consumption per shot.
> InkRecoverStop 20 Frames in which ink recovery stops after firing a shot. Commonly known as "white ink" frames.
> Jump_DegBiasDecreaseStartFrame int Number of frames before accuracy starts recovering after jumping.
> Jump_DegBiasEndFrame int Number of frames in which accuracy fully recovers after jumping.
> Jump_DegBiasMax float Chance of shot deviation right after jumping.
> Jump_DegSwerve float Angle in which deviated shots can go right after jumping.
> MoveSpeed float Movement speed while firing.
> PostDelayFrame 4 Unused for blasters. This parameter is intended for shooters. Refer to "PostDelayFrame_Blaster".
> PostDelayFrame_Blaster 23 Frames after firing the weapon in which the user can enter swim form or use a sub weapon.
> PreDelayFrame_HumanShot 0 Frames before the blaster shot comes out when firing from human form (after an additional 4 frames).
> PreDelayFrame_SquidShot 4 Frames before the blaster shot comes out when firing from swim form (after an additional 9 frames) Also controlled by SquidShotShorteningFrame, for some reason.
> RepeatFrame 6 Number of frames between consecutive shots.
> ShotGuideFrame int Controls crosshair position. The position is determined by the location of the shot this many frames after it leaves the weapon.
> SquidShotShorteningFrame 0 Reduces the time between leaving swim form and firing a shot. Mainly controlled by PreDelayFrame_SquidShot.
> Stand_DegBiasDecrease float Reduction in chance for shots to deviate per frame.
> Stand_DegBiasKf float Increase in chance for shots to deviate per shot.
> Stand_DegBiasMax 0.25 Maximum chance for shots to deviate while grounded.
> Stand_DegBiasMin float Minimum chance for shots to deviate while grounded.
> Stand_DegSwerve float Maximum angle of deviation while grounded.
> TripleShotSpanFrame 0 Duration of burst. Likely acts as a "postdelayframe" but for burst weapons.
> VariableShotRepeatStartFrame 0 Frames in which automatic firing mode starts while holding down ZR. Meant for squeezer.
V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate container Controls how effective intensify action is.
> High 1.0
> Low 0.0
> Mid float Set lower than default.
V spl__PlayerGearSkillParam_MainEffectiveRangeUp container Simple container. Duplicate?
> High 1.5 Unknown
> Low 0.0 Unknown
> Mid 0.75 Unknown
V spl__SpawnBulletAdditionMovePlayerParam container Simple container.
> GuideYMinusZero False Unknown
> XRate 0.4 Unknown
> YMax 100.0 Unknown
> YMinusRate 0.0 Unknown
> YPlusRate 1.0 Unknown
> ZRate 2.0 Unknown

Notes

S-BLAST '92 and Squeezer should use this page 3 times, one for their basic stats, and 2 times for each of their firing modes. S-BLAST should also have an additional parameter "jump shot different" set to True for each of its firing modes to avoid default parameter usage.

Example

  • The ink consumption is 0.92% per shot, allowing the user to fire for 10.87 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 6 frames (10 shots per second).
  • When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 11 frames to come out.
  • The interval between firing the weapon and being able to enter swim form or use a sub weapon is 4 frames.
  • When firing while moving, the player's movement speed is set to 0.072 units per frame.
  • Each shot has a base damage of 36 and minimum damage of 18.
  • If a shot is in the air for more than 8 frames after being fired, it will lose about 0.56 damage per frame until it reaches 18 damage at frame 40.
  • The bullet hitbox for collisions with players has a radius of 0.2 units.
  • The bullet hitbox for collisions with the environment has a radius of 0.2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Shots initially travel straight at a rate of 2.2 units per frame for 4 frames. Shots travel straight for 8.8 distance units.
    • After that, the shot's velocity is set to 1.4495 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 10.94 units.
    • This number may vary at different firing angles.

External links