Template:Shooter data S3: Difference between revisions
From Inkipedia, the Splatoon wiki
(updated brake air resist to be more accurate) |
(added blaster characteristics) |
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* When firing continuously, it shoots a bullet every {{{RepeatFrame|6}}} frames ({{#expr: 60 / {{{RepeatFrame|6}}} round 2 }} shots per second). | * When firing continuously, it shoots a bullet every {{{RepeatFrame|6}}} frames ({{#expr: 60 / {{{RepeatFrame|6}}} round 2 }} shots 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. | |||
| | |||
* 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. | |||
}}{{#if: {{{MoveSpeed|}}} | | }}{{#if: {{{MoveSpeed|}}} | | ||
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}}{{#if: {{{ValueMax|}}} | | }}{{#if: {{{ValueMax|}}} | | ||
{{#ifeq: {{{ReduceStartFrame|}}} | -1 | | |||
* The damage on direct hit is {{{ValueMax}}}. | |||
| | |||
* 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|0}}} | | ||
{{#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 loses {{#expr: ( {{{ValueMax}}} - {{{ValueMin}}} ) / ( {{{ReduceEndFrame}}} - {{{ReduceStartFrame}}} ) / 10 }} damage per frame until it reaches {{#expr: {{{ValueMin}}} / 10 }} damage at frame {{{ReduceEndFrame}}}. | ||
}}}}{{#ifexpr: {{{InitRadiusForPlayer|0}}} > -1 | | }}}}{{#ifeq: {{{ReduceStartFrame|0}}} | -1 | | ||
{{#ifeq: {{{0_Damage}}} | {{{1_Damage}}} | | |||
* The blast has a radius of {{{1_Distance}}} unit{{#ifeq: {{{1_Distance}}} | 1 | | s }} and deals {{#expr: {{{1_Damage}}} / 10 }} damage. | |||
| | |||
* Targets within {{{0_Distance}}} unit{{#ifeq: {{{0_Distance}}} | 1 | | s }} 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}}} unit{{#ifeq: {{{1_Distance}}} | 1 | | s }} will take between {{#expr: {{{0_Damage}}} / 10 }} and {{#expr: {{{1_Damage}}} / 10 }} damage, depending on how close to the center they are. | |||
}} | |||
}}{{#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 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. | ** 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 | | ||
* 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. | |||
| | |||
* The effective range is about {{Effective range | * The effective range is about {{Effective range | ||
| SkipBrakeState = {{#ifeq: {{{BrakeToFreeVelocityXZ|0}}} | 20 | True | False }} | | SkipBrakeState = {{#ifeq: {{{BrakeToFreeVelocityXZ|0}}} | 20 | True | False }} |
Revision as of 21:30, 1 June 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, allowing the user to fire for 10.87 seconds on a full ink tank.
- This stat can be changed with Ink Saver (Main).
- 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 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 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.