Template:Brella data S2: Difference between revisions

From Inkipedia, the Splatoon wiki
m (rounded a calculation)
(Some lines will be hidden if the weapon's shield is not launchable.)
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* The {{PAGENAME}} is a [[weight class|{{{weight class}}}weight weapon]].
* The {{PAGENAME}} is a [[weight class|{{{weight class}}}weight weapon]].
* The {{PAGENAME}}'s shield has {{#expr: {{{CanopyHP}}} / 10 }} HP.
* The {{PAGENAME}}'s shield has {{#expr: {{{CanopyHP}}} / 10 }} HP.
** Brella shields have [[Brella#Shield mechanics|different incoming damage multipliers]] for each weapon type.
** The shield does {{#expr: {{{CanopyDamage}}} / 10 }} damage to opponents on contact.
** Brella shields have [[Brella#Shield mechanics|different incoming damage multipliers]] for each weapon type.<!--
-->{{#ifeq: {{{CanopyShotOn|}}} | True |
** After being launched, incoming damage to the shield is multiplied by {{{CanopyAttackedDamageRate}}}.
** After being launched, incoming damage to the shield is multiplied by {{{CanopyAttackedDamageRate}}}.
** The shield does {{#expr: {{{CanopyDamage}}} / 10 }} damage to opponents on contact.
* The shield takes {{#expr: ( {{{CanopyChargeFrame}}} + {{{CanopyOpenFrame}}} + {{{CanopyShotFrame}}} ) / 60 round 2 }} seconds to be launched, and {{#expr: {{{CanopyNakedFrame}}} / 60 round 2 }} seconds to return.
* The shield takes {{#expr: ( {{{CanopyChargeFrame}}} + {{{CanopyOpenFrame}}} + {{{CanopyShotFrame}}} ) / 60 round 2 }} seconds to be launched, and {{#expr: {{{CanopyNakedFrame}}} / 60 round 2 }} seconds to return.
** The launched shield initially travels at a speed of {{{CanopyInitSpeed}}} units per frame. It remains on the stage for {{#expr: {{{CanopyFrame}}} / 60 round 2 }} seconds.
** The launched shield initially travels at a speed of {{{CanopyInitSpeed}}} units per frame. It remains on the stage for {{#expr: {{{CanopyFrame}}} / 60 round 2 }} seconds.
* 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: {{{CanopyShotOn|}}} | True |
* Holding {{Button|ZR}} long enough after firing to deploy the shield uses {{#expr: {{{InkConsumeUmbrella}}} * 100 }}% of the ink tank.
* Holding {{Button|ZR}} long enough after firing to deploy the shield uses {{#expr: {{{InkConsumeUmbrella}}} * 100 }}% of the ink tank.
** So, {{#expr: ( {{{InkConsume}}} + {{{InkConsumeUmbrella}}} ) * 100 }}% of the ink tank is used in total to release the shield.
** So, {{#expr: ( {{{InkConsume}}} + {{{InkConsumeUmbrella}}} ) * 100 }}% of the ink tank is used in total to release the shield.
* 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.<!--
-->{{#ifeq: {{{CanopyShotOn|}}} | True |
** The cooldown after holding but not releasing the shield is {{{InkRecoverStopCharge}}} frames.
** The cooldown after holding but not releasing the shield is {{{InkRecoverStopCharge}}} frames.
** 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 {{#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 }}.<!--
* 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 }}.<!--
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| CanopyOpenFrame =  
| CanopyOpenFrame =  
| CanopyShotFrame =  
| CanopyShotFrame =  
| CanopyShotOn =
| CreateSplashNum =  
| CreateSplashNum =  
| DamageCenterMax =  
| DamageCenterMax =  
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| CanopyOpenFrame = 20
| CanopyOpenFrame = 20
| CanopyShotFrame = 90
| CanopyShotFrame = 90
| CanopyShotOn = True
| CreateSplashNum = 6
| CreateSplashNum = 6
| DamageCenterMax = 180
| DamageCenterMax = 180

Revision as of 21:19, 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.

{{brella data
| weight class = 
| CanopyAttackedDamageRate = 
| CanopyChargeFrame = 
| CanopyDamage = 
| CanopyFrame = 
| CanopyHP = 
| CanopyInitSpeed = 
| CanopyNakedFrame = 
| CanopyOpenFrame = 
| CanopyShotFrame = 
| CanopyShotOn = 
| 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