Template:Splatling data S2: Difference between revisions
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(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".) |
Strohkoenig (talk | contribs) (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 | * 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 |