Template:Shooter data S3: Difference between revisions
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{{#if: {{{RepeatFrame|6}}} | | {{#if: {{{RepeatFrame|6}}} | | ||
* When firing continuously, it shoots a bullet every {{{RepeatFrame|6}}} frames ({{#expr: 60 / {{{RepeatFrame|6}}} round 2 }} | * 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). | ||
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Revision as of 21:44, 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 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.