Template:Splatling data S2: Difference between revisions

From Inkipedia, the Splatoon wiki
(Making changes to prevent confusion regarding effective range, which should be defined as "the distance where damage starts to decrease", not "the distance where the shot starts falling".)
(Better wording to avoid misunderstandings, see here: https://splatoonwiki.org/wiki/Template_talk:Splatling_data)
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}}{{#if: {{{RepeatFrame|}}} |
}}{{#if: {{{RepeatFrame|}}} |
* When firing, it has a fire rate of {{{RepeatFrame}}} frames between shots.
* When firing, it shoots a bullet every {{{RepeatFrame}}} frames.


}}{{#if: {{{MoveSpeed|}}} |
}}{{#if: {{{MoveSpeed|}}} |

Revision as of 11:06, 7 February 2022

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

Notes

For weapons with a second stage, the template will be used twice.

Parameters

This is a complete list of splatling parameters from Splatoon 2.

Name Description
AutoShot Automatic firing (not used if triple shot is greater than 0)
BurstAimMoveFrm Shift frame
ChargeKeepAnytime Allow partial charge hold
ColRadius Field collision radius
CoopDamageMax Maximum damage (Salmon Run)
CoopDamageMaxMaxCharge Maximum damage full charge (salmon run)
CoopDamageMin Minimum damage (Salmon Run)
CoopInkConsume Ink consumption (Salmon Run)
CreateSplashLength Splash movement distance
CreateSplashNum Number of splash occurrences
DamageMax Maximum damage
DamageMaxMaxCharge Maximum amount of damage (after full charge)
DamageMaxMaxChargeRate_MWPUG_High
DamageMaxMaxChargeRate_MWPUG_Mid
DamageMaxMaxCharge_MWPUG_Max
DamageMin Minimum damage
DamageRate_MWPUG_High
DamageRate_MWPUG_Mid
DamageReduceEndFrame Frame after shooting with minimum damage amount
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor)
Damage_MWPUG_Max
DegBias Maximum bias
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings)
DegBiasKf Bias transition (not used for Splatlings)
DegBiasMin Minimum bias (not used for Splatlings)
DegBias_MWPUG_High
DegBias_MWPUG_Mid
DegJumpBias Maximum Bias (Jumping)
DegJumpBiasFrame Bias end frame (Jumping)
DegJumpBiasInterpolateRate_MWPUG_High
DegJumpBiasInterpolateRate_MWPUG_Mid
DegJumpBiasStartFrame Bias reduction starting frame (Jumping)
DegJumpBias_MWPUG_High
DegJumpBias_MWPUG_Mid
DegJumpRandom Degree of randomness for jumping
DegJumpRandom_MWPUG_High
DegJumpRandom_MWPUG_Mid
DegRandom Default degree of randomness
DrawRadius Drawing size
EmptyChargeTimes Charge rate multiplier when out of ink (Y)
FirstPeriodMaxChargeFrame First charge end frame
FirstPeriodMaxChargeShootingFrame Shoot duration in frames after charging first charge
FirstSecondMaxChargeShootingFrameTimes_MWPUG_High
FirstSecondMaxChargeShootingFrameTimes_MWPUG_Mid
FirstShootingTermBulletNum Number of bullets in first charge
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off)
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit)
InitVel Initial Velocity Z. Used only for Ballpoint Splatling's first stage.
InitVelDegBias Initial velocity direction bias
InitVelDegBias_Repeat
InitVelDegRandom Maximum direction blur (in degree)
InitVelDegRandom_Repeat
InitVelFirstPeriodMaxCharge Initial velocity at end of first charge
InitVelMinCharge Minimum shoot velocity
InitVelRate_MWPUG_High
InitVelRate_MWPUG_Mid
InitVelSecondPeriodMaxCharge Initial velocity at end of second charge
InitVelSecondPeriodMinCharge Initial velocity at end of first change and start of second charge
InitVelSpeedBias Velocity breaking bias
InitVelSpeedBias_Repeat
InitVelSpeedRateRandom Maximum velocity blur rate
InitVelSpeedRateRandom_Repeat
InkConsume Ink consumption (maximum charge for splatlings)
InkMagazineRatio
InkRecoverStop Ink recovery restart frame
JumpGnd_Charge Jump value when full charged
JumpGnd_Shooting Jump value during charge (same as normal if negative)
KnockBack Knockback
MaxShotFollowDecreaseTimes
MinChargeFrame Minimum charge frame
MoveSpeed Movement speed while charging
MoveSpeed_Charge Move speed while charge
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0)
NearestSplashMaxScaleClamp Closest splash occurance
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place
PaintFarDistance Distance painted distance
PaintFarRadius Distance painted radius
PaintMaxScaleClampA
PaintMaxScaleClampB
PaintMiddleDistance
PaintMiddleRadius
PaintMinScaleClampA
PaintMinScaleClampB
PaintNearDistance Front paint distance
PaintNearRadius Previous filling radius
PaintScaleOriginal
PlayerColRadius Player collision radius (same as field collision radius when negative)
PostDelayFrm_Main 攻撃後:硬直F
PreDelayFrm_KeepCharge Charge keep: Delay frames before attack
PreDelayFrm_KeepChargePre Charge keep: Frames until laser appears
Rechargable
RepeatFrame Synchronize frames (see ""Charging"" at Splatling page)
SecondPeriodMaxChargeFrame Second charge end frame
SecondPeriodMaxChargeShootingFrame Shoot duration in frames after charging second charge
SplashColRadius Splash collision radius
SplashDrawRadius Splash drawing size
SplashMaxScaleClamp Other Splashes
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value
SplashMinScaleClamp Minimum Stretch Scale
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value
SplashPaintRadius Splash filling radius
SplashPaintRadius_MWPUG_High
SplashPaintRadius_MWPUG_Mid
SplashSplitNum Number of droplet splits (Z)
SquidChangeReduceWaitFullFrame Full charge: Waiting frames until charge amount reduction
StraightFrame Number of rectilinear frames of a bullet
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value)
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings)
VariableInterpolatedFrame
VariableShotFrame Frame until shift type to continuous fire (0 for no shift)
VelGnd_Bias_Charge Deceleration curve
VelGnd_DownRt_Charge Deceleration delay
WaitShootingFrame Frames until launch

Example

Heavy Splatling

Template:Splatling data

References