User:Heddy/Test/1
From Inkipedia, the Splatoon wiki
< User:Heddy | Test
This template will do most of the work when making data sections for chargers.
Parameters
This is a complete list of charger parameters in Splatoon 2.
Name | Description |
---|---|
AirChargeRateByEmpty | Charge rate multiplier in air when out of ink |
ChargeKeepAnytime | Allow partial charge hold |
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge |
CoopFullChargeDamage | Damage when full charge (Salmon Run) |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) |
CoopFullChargeSplashPaintRadius | |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) |
FreezeFrmFullCharge | Freeze frame on full charge |
FreezeFrmMinCharge | Freeze frame on minimum charge |
FullChargeDamage | Damage when full charge |
FullChargeDamageRate_MWPUG_High | |
FullChargeDamageRate_MWPUG_Mid | |
FullChargeDamage_MWPUG_Max | |
FullChargeDistance | Distance when full charge |
FullChargeDistance_MWPUG_High | |
FullChargeDistance_MWPUG_Mid | |
FullChargeFrame | Number of frames until full charge (X) |
FullChargeInkConsume | Ink consumption when full charge |
FullChargePaintRadiusRateGroundToOther | Full charged: Paint radius ratio of droplets when weapon hits the ground |
FullChargePaintRadiusRateLastSplashToOther | Full charged: Paint radius ratio of last droplet |
FullChargePierce | フルチャージ時のプレイヤー等の貫通 |
FullChargeSplashPaintRadius | Full charged: Splash radius |
InitVelFullCharge | Shoot velocity at full charge |
InitVelMaxCharge | Maximum shoot velocity before full charge |
InitVelMinCharge | Minimum shoot velocity |
JumpGnd | Full charge: Jump value |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player |
MaxChargeDamage | Damage just before full charge |
MaxChargeHitSplashNum | Splash number just before full charge |
MaxChargeInkConsume | Ink consumption just before full charge |
MaxChargePaintRadiusRateGroundToOther | Before full charge: Paint radius ratio of droplets when weapon hits the ground |
MaxChargePaintRadiusRateLastSplashToOther | Before full charge: Paint radius ratio of last droplet |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius |
MaxDistance | Maximum distance before full charge |
MaxDistance_MWPUG_High | |
MaxDistance_MWPUG_Mid | |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player |
MinChargeDamage | Minimum damage |
MinChargeFrame | Minimum charge frame |
MinChargeHitSplashNum | Minimum charge: Splash number |
MinChargeInkConsume | Minimum ink consumption |
MinChargePaintRadiusRateGroundToOther | Minimum charge: Paint radius ratio of droplets when weapon hits the ground |
MinChargePaintRadiusRateLastSplashToOther | Minimum charge: Paint radius ratio of last droplet |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius |
MinDistance | Minimum distance |
MinMaxChargeDamageRate_MWPUG_High | |
MinMaxChargeDamageRate_MWPUG_Mid | |
MinMaxChargeDamage_MWPUG_Max | |
MoveSpeed | Movement speed while charging |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears |
SniperCameraFovy | Fovy after ending sniper camera |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet |
SplashSplitNum | Number of droplet splits (Z) |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction |
VelGnd_Bias | Deceleration curve |
VelGnd_DownRt | Deceleration delay |
Unofficial parameters used by this template:
weight class