Template:Shooter data S3: Difference between revisions

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(Clarified damage falloff, these range values should be fully accurate now)
Tag: Reverted
(Undo revision 418883 by XarrotD (talk) This actually doesn't line up- seems air resistance comes into play too)
Tag: Undo
Line 31: Line 31:
* 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 }}.


}}{{#ifexpr: {{{InitRadiusForPlayer|0}}} > -1 |
}}{{#if: {{{ReduceStartFrame|}}} |
{{#ifeq: {{{ReduceStartFrame|}}} | -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}}}.
 
}}}}{{#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 {{#expr: {{{InitRadiusForPlayer}}} * 10 }} units.
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** 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 decreases further as it travels.


}}{{#if: {{{ReduceStartFrame|}}} |
}}</div></includeonly><noinclude>
{{#ifeq: {{{ReduceStartFrame|}}} | -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}}}.
** Shots will travel for {{#expr: {{{SpawnSpeed}}} * {{{GoStraightToBrakeStateFrame}}} + ({{{ReduceStartFrame}}} - {{{GoStraightToBrakeStateFrame}}}) * {{{GoStraightStateEndMaxSpeed}}}}} units before damage falloff takes effect. If the crosshair is on an enemy within this distance, it will change shape.
 
}}}}</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.



Revision as of 05:46, 26 April 2023

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

Example

  • The ink consumption is 0.92% per shot.
  • 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 loses 0.5625 damage per frame until it reaches 18 damage at frame 40.
  • The bullet hitbox for collisions with players has a radius of 2 units.
  • The bullet hitbox for collisions with the environment has a radius of 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 decreases further as it travels.

External links