Template:Shooter data S3
From Inkipedia, the Splatoon wiki
This template takes shooter weapon parameters as input and generates a list of facts about the weapon.
Parameter Effects
Shooters
Name | Default value/type | Description | Notes |
---|---|---|---|
V CollisionParam | container | Contains params related to the collision of the main shot. | |
> ChangeFrameForField | 0 | Frame in which the collision hitbox for the stage changes. | |
> ChangeFrameForPlayer | 0 | Frame in which the collision hitbox for opponents changes. | |
> EndRadiusForField | 0.2 | Radius of the collision hitbox after the change for the stage. | |
> EndRadiusForPlayer | 0.2 | Radius of the collision hitbox after the change for opponents. | |
> FriendThroughFrameForPlayer | 0 | Unknown | Likely controls collision for teammates. |
> InitRadiusForField | 0.2 | Radius of the collision hitbox before the change for the stage. | |
> InitRadiusForPlayer | 0.2 | Radius of the collision hitbox before the change for opponents. | |
V DamageParam | container | Contains info about the damage of the main shot. | |
> ReduceEndFrame | int | Frame in which damage falloff starts. | |
> ReduceStartFrame | int | Frame in which minimum damage is reached. | |
> ValueMax | int | Shot damage before damage falloff. | |
> ValueMin | int | Shot damage after damage falloff ends. | |
V DiffusionParam | container | Simple container. | These possibly control the visual of the shots fired. |
> AdditionDegreePerFrame | float | Unknown | |
> CenterDegree | float | Unknown | |
> CenterDegreeSwerve | float | Unknown | |
> DefaultDegree | array | Unknown | |
> DegreeResetFrame | int | Unknown | |
V DiffusionTailLengthParam | container | Simple container. | These possibly control the visual of the shots fired. |
> DelayShotFrame | 3 | Unknown | |
> EndMaxLength | 1.5 | Unknown | |
> MaxLengthFrame | 10 | Unknown | |
> StartMaxLength | 20.0 | Unknown | |
V MainEffectiveRangeUpParam | container | Simple container. | References some likely unused ability. |
> High | 1.5 | Unknown | |
> Low | 0.0 | Unknown | |
> Mid | 0.75 | Unknown | |
V MainWeaponSetting | container | Simple container. | Controls how effective certain abilities are for the weapon, as well as its acceleration and weight classes. |
> Overwrite_ConsumeRt_Main_High | -1.0 | Ink saver main ability controls. | |
> Overwrite_ConsumeRt_Main_Low | -1.0 | ||
> Overwrite_ConsumeRt_Main_Mid | -1.0 | ||
> Overwrite_MoveVelRt_Shot_High | -1.0 | Run speed up ability controls. | |
> Overwrite_MoveVelRt_Shot_Low | -1.0 | ||
> Overwrite_MoveVelRt_Shot_Mid | -1.0 | ||
> WeaponAccType | Mid | Controls weapon acceleration. | Set to "Fast" on Sploosh, "Mid" on everything else. |
> WeaponSpeedType | Mid | Controls weight class. | |
V MoveParam | container | Contains parameters related to bullet movement. | |
> BrakeAirResist | 0.36 | Per frame speed reduction multiplier while in brake state. | |
> BrakeGravity | 0.07 | Gravity while in brake state. | |
> BrakeToFreeStateFrame | 4 | Unknown | Changing this value appears to do nothing, likely unused. |
> BrakeToFreeVelocityXZ | 0.2355 | Velocity threshold in which the projectile enters free state. | |
> BrakeToFreeVelocityY | -0.15 | Velocity threshold in which the projectile enters free state. | |
> FreeAirResist | 0.02 | Per frame speed reduction multiplier while in free state. | |
> FreeGravity | 0.016 | Gravity while in free state | |
> GoStraightStateEndMaxSpeed | float | If the projectile exceeds this number when it enters brake state, it is set to this number. | |
> GoStraightToBrakeStateFrame | int | Frames in which the projectile flies straight | |
> SpawnSpeed | float | Initial projectile speed. | |
V PaintParam | container | Controls painting params. | |
> DegreeUseDepthScaleMax | 10.0 | The maximum degree that the shot can hit the ground to use the DepthScaleMax value. | Any shot that lands at an angle between this and DegreeUseDepthScaleMin has its depth scale interpolated between the two. |
> DegreeUseDepthScaleMin | 35.0 | The minimum degree that the shot can hit the ground to use the DepthScaleMin value. | |
> DepthScaleMax | 2.4 | Maximum diffusion coefficient for the shot. Effectively, how much the puddle of ink that is created when the shot lands is stretched in the direction it was moving in. | The coefficient appears arbitrary. |
> DepthScaleMaxBreakFree | 2.4 | Controls diffusion coefficient of shots than land in brake or free state. | It is currently unknown exactly how this value works. |
> DepthScaleMin | 1.4 | Minimum diffusion coefficient of the shot. | |
> DepthScaleMinBreakFree | 1.2 | Similar to DepthScaleMaxBreakFree. | |
> DistanceFar | 20.0 | Distance in which WidthHalfFar is used. | WidthHalf is interpolated between the various distances and their respective WidthHalf params. |
> DistanceMiddle | float | Distance in which WidthHalfMiddle is used. | |
> DistanceNear | 1.1 | Distance in which WidthHalfNear is used. | |
> HeightUseDepthScaleMaxBreakFree | 1.5 | Unknown | Likely related to DepthScaleMax/MinBreakFree |
> HeightUseDepthScaleMinBreakFree | 10.0 | Unknown | |
> WidthHalfFar | float | Painting radius of a shot that lands beyond DistanceFar. | |
> WidthHalfMiddle | float | Painting radius of a shot that lands exactly at DistanceMiddle. | |
> WidthHalfNear | float | Painting radius of a shot that lands before DistanceNear. | |
V SplashPaintParam | container | Simple container. | These likely control the painting of the droplets that break off of the main shot in the same way that the painting of the main shot is controlled. |
> DepthMaxDropHeight | 3.0 | Unknown | |
> DepthMinDropHeight | 10.0 | Unknown | |
> DepthScaleMax | 1.2 | Unknown | |
> DepthScaleMin | 1.0 | Unknown | |
> WidthHalf | float | Unknown | |
> WidthHalfNearest | float | Unknown | |
V SplashSpawnParam | container | Simple container. | Likely controls the spawning of the droplets that break off of the main shot. |
> ForceSpawnNearestAddNumArray | array | Unknown | |
> RandomSpawnVelXMax | 0.055 | Unknown | |
> RandomSpawnVelYMax | 0.015 | Unknown | |
> RandomSpawnVelZMax | 0.02 | Unknown | |
> RandomSpawnVelZMin | 0.01 | Unknown | |
> SpawnBetweenLength | float | Unknown | |
> SpawnNearestLength | 0.0 | Unknown | |
> SpawnNum | float | Unknown | |
> SplitNum | int | Unknown | |
V WallDropCollisionPaintParam | container | Simple container. | Likely controls the dripping of ink of wall paint in some way. |
> FallPeriodFirstSecondTargetAlp | 1.0 | Unknown | |
> PaintRadiusFall | 0.65 | Unknown | |
> PaintRadiusGround | float | Unknown | |
> PaintRadiusShock | 1.3 | Unknown | |
V WallDropMoveParam | container | Simple container. | Also likely controls the dripping of ink of wall paint in some way. |
> FallPeriodFirstFrameMax | 30 | Unknown | |
> FallPeriodFirstFrameMin | int | Unknown | |
> FallPeriodFirstTargetSpeed | 0.06 | Unknown | |
> FallPeriodLastFrameMax | int | Unknown | |
> FallPeriodLastFrameMin | 15 | Unknown | |
> FallPeriodSecondFrame | 10 | Unknown | |
> FallPeriodSecondTargetSpeed | float | Unknown | |
> FreeGravityType | value_0_008 | Unknown | |
V WeaponParam | container | Simple container. | |
> BurstAimMoveFrame | 0 | Frames in which the user is considered to be in a "firing" state after firing a shot. | Used for burst fire weapons. Controls how long the user is locked into the firing animation. Only impacts walking speed and the animation of the player while in humanoid form, and does not impact movement in any other way. |
> InkConsume | float | Ink consumption per shot. | |
> InkRecoverStop | 20 | Frames in which ink recovery stops after firing a shot. | Commonly known as "white ink" frames. |
> Jump_DegBiasDecreaseStartFrame | int | Number of frames before accuracy starts recovering after jumping. | |
> Jump_DegBiasEndFrame | int | Number of frames in which accuracy fully recovers after jumping. | |
> Jump_DegBiasMax | float | Chance of shot deviation right after jumping. | |
> Jump_DegSwerve | float | Angle in which deviated shots can go right after jumping. | |
> MoveSpeed | float | Movement speed while firing. | |
> PostDelayFrame | 4 | Frames after firing in which the user can enter swim form or use a sub weapon. | |
> PostDelayFrame_Blaster | 23 | Unused for shooters. | This parameter is intended for blasters. Refer to "PostDelayFrame". |
> PreDelayFrame_HumanShot | 0 | Likely unused for shooters. | This parameter is intended for blasters. |
> PreDelayFrame_SquidShot | 4 | Likely unused for shooters. | This parameter is intended for blasters. Refer to "SquidShotShorteningFrame". |
> RepeatFrame | 6 | Number of frames between consecutive shots. | |
> ShotGuideFrame | int | Controls crosshair position. | The position is determined by the location of the shot this many frames after it leaves the weapon. |
> SquidShotShorteningFrame | 0 | Reduces the time between leaving swim form and firing a shot. | |
> Stand_DegBiasDecrease | float | Reduction in chance for shots to deviate per frame. | |
> Stand_DegBiasKf | float | Increase in chance for shots to deviate per shot. | |
> Stand_DegBiasMax | 0.25 | Maximum chance for shots to deviate while grounded. | |
> Stand_DegBiasMin | float | Minimum chance for shots to deviate while grounded. | |
> Stand_DegSwerve | float | Maximum angle of deviation while grounded. | |
> TripleShotSpanFrame | 0 | Duration of burst. | Likely acts as a "postdelayframe" but for burst weapons. |
> VariableShotRepeatStartFrame | 0 | Frames in which automatic firing mode starts while holding down ZR. | Meant for squeezer. |
V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate | container | Controls intensify action effect curve. | |
> High | 1.0 | Unknown | |
> Low | 0.0 | Unknown | |
> Mid | 0.75 | Unknown | |
V spl__SpawnBulletAdditionMovePlayerParam | container | Simple container. | |
> GuideYMinusZero | False | Unknown | |
> XRate | 0.4 | Unknown | |
> YMax | 100.0 | Unknown | |
> YMinusRate | 0.0 | Unknown | |
> YPlusRate | 1.0 | Unknown | |
> ZRate | 2.0 | Unknown |
Blasters
Name | Default value/type | Description | Notes |
---|---|---|---|
V BlastParam | container | Contains parameters related to the explosion. | |
> CollisionRadiusForPaint | 0.0 | Unknown | |
> CrossPaintCheckLength | 2.0 | Unknown | |
> CrossPaintRadius | float | Unknown | |
> CrossPaintTexture | Bomb00 | Unknown | |
> CrossPaintUseChageArea | False | Unknown | |
> DamageAttackerPriority | False | Determines whether the damage is dealt when it occurs on the user's screen or opponent's screen. | Always set to true for blasters. |
> DamageLinear | False | Determines whether the damage scales with distance. | Always set to true for blasters, but some blasters always deal the same damage regardless of distance. |
> DamageOffsetY | 0.0 | Unknown | |
>V DistanceDamage | array | Array of damage values that the blaster can do and distances in which they occur. | |
>> Damage | int | Damage of the explosion. | |
>> Distance | float | Maximum distance in which this damage occurs. | Distance in which explosion damage falloff starts (assuming there is a lower value to scale to) |
>V KnockBackParam | container | Simple container. | |
>> Accel | float | Unknown | |
>> Bias | float | Unknown | |
>> DirectionZeroAccelRate | 0.0 | Unknown | |
>> Distance | float | Unknown | |
> PaintHeight | 4.0 | Unknown | |
> PaintOffsetY | 0.0 | Unknown | |
> PaintRadius | 4.0 | Unknown | |
> PaintTexture | Bomb00 | Determines which texture is used for the paint of the blast. | |
> PlaneDamage | array | Unknown | |
> ReactionVel | 100.0 | Unknown | |
>V SplashAroundParam | container | Contains parameters related to the splotches of ink that come out of the explosion. | |
>> Num | 0 | Number of splotches. | |
>> OffsetY | 0.5 | Somewhat self-explanatory. | |
>> PaintRadius | 1.0 | Somewhat self-explanatory. | |
>> PitchMax | 30.0 | Max angle the splotches can be sent at(?) | |
>> PitchMin | 5.0 | Min angle the splotches can be sent at(?) | |
>> VelocityMax | 0.54 | Somewhat self-explanatory. | |
>> VelocityMin | 0.48 | Somewhat self-explanatory. | |
> SubSpecialSpecUpList | array | Contains a list of things that change when sub/special power up is equipped. | Meant for subs and specials since they use the same object type for their explosions. Unused on blasters. |
V BlasterBurstParam | container | Simple container. | |
> BurstFrame | 13 | Number of frames before the shot explodes after it has been fired. | |
> MoveLength | 2.2 | Unknown | |
> NoOccurRoundYOver90RoundXMinus | False | Unknown | |
> NoOccurRoundYOver90RoundXPlus | False | Unknown | |
> ShotCollisionHitDamageRate | 0.5 | Explosion damage dealt when the shot explodes on a wall. | |
> ShotCollisionHitRadiusRate | 0.5 | Explosion hitbox size when the shot explodes on a wall. | |
> SplashDropCollisionRadius | 0.4 | Unknown | |
> SplashDropDrawRadius | 0.6 | Unknown | |
> SplashDropInitSpeed | 0.0 | Unknown | |
> SplashDropOn | True | Unknown | |
> SplashDropPaintRadius | 3.2 | Unknown | |
> SplashDropPaintShotColHitRadius | float | Unknown | |
> SplashPaintRadius | 2.0 | Unknown | |
> SplashPaintShotColHitRadius | 1.4 | Unknown | |
> SplashRoundAxisXArray | float array | Unknown | |
> SplashRoundAxisYArray | float array | Unknown | |
>V SplashWallDropMoveParam | container | Simple container. | Potentially contains parameters that control the "dripping" of ink that hits walls. |
>> FallPeriodFirstFrameMax | int | Unknown | |
>> FallPeriodFirstFrameMin | int | Unknown | |
>> FallPeriodFirstTargetSpeed | float | Unknown | |
>> FallPeriodLastFrameMax | int | Unknown | |
>> FallPeriodLastFrameMin | int | Unknown | |
>> FallPeriodSecondFrame | int | Unknown | |
>> FallPeriodSecondTargetSpeed | float | Unknown | |
>> FreeGravityType | value_0_008 | Unknown | |
>V SplashWallDropPaintParam | container | Simple container. | Potentially contains parameters related to ink created when hitting a wall. |
>> FallPeriodFirstSecondTargetAlp | 1.0 | Unknown | |
>> PaintRadiusFall | float | Unknown | |
>> PaintRadiusGround | float | Unknown | |
>> PaintRadiusShock | float | Unknown | |
> WallHitPaintRadius | 2.2 | Unknown | |
V CollisionParam | container | Contains params related to the collision of the main shot. | |
> ChangeFrameForField | 0 | Frame in which the collision hitbox for the stage changes. | |
> ChangeFrameForPlayer | 0 | Frame in which the collision hitbox for opponents changes. | |
> EndRadiusForField | 0.2 | Radius of the collision hitbox after the change for the stage. | |
> EndRadiusForPlayer | 0.2 | Radius of the collision hitbox after the change for opponents. | |
> FriendThroughFrameForPlayer | 0 | Unknown | Likely controls collision for teammates. |
> InitRadiusForField | 0.2 | Radius of the collision hitbox before the change for the stage. | |
> InitRadiusForPlayer | 0.2 | Radius of the collision hitbox before the change for opponents. | |
V DamageParam | container | Contains info about the damage of the main shot. | |
> ReduceEndFrame | int | Frame in which damage falloff starts. | |
> ReduceStartFrame | int | Frame in which minimum damage is reached. | |
> ValueMax | int | Direct damage before damage falloff. | |
> ValueMin | int | Direct damage after damage falloff ends. | Effectively unused on blasters. |
V MainEffectiveRangeUpParam | container | Simple container. | No clue what this does, but "High Low Mid" implies this is for an unused ability. |
> High | 1.5 | Unknown | |
> Low | 0.0 | Unknown | |
> Mid | 0.75 | Unknown | |
V MainWeaponSetting | container | Simple container. | The ability values are negative probably to signal no change in the normal curve. |
> Overwrite_ConsumeRt_Main_High | -1.0 | Ink consumption multiplier with max ink saver main. | |
> Overwrite_ConsumeRt_Main_Low | -1.0 | Ink consumption multiplier with no ink saver main. | |
> Overwrite_ConsumeRt_Main_Mid | -1.0 | Ink consumption multiplier with a certain amount of ink saver main. | Not sure what this "certain amount" is. |
> Overwrite_MoveVelRt_Shot_High | -1.0 | Movement speed multiplier while firing with max run speed up. | |
> Overwrite_MoveVelRt_Shot_Low | -1.0 | Movement speed multiplier while firing with no run speed up. | |
> Overwrite_MoveVelRt_Shot_Mid | -1.0 | Movement speed multiplier while firing with a certain amount of run speed up. | Not sure what this "certain amount" is. |
> WeaponAccType | Mid | Controls weapon acceleration. | Everything except for sploosh has this on mid. |
> WeaponSpeedType | Mid | Weapon weight class. | |
V MoveParam | container | Contains parameters related to bullet movement. | |
> BrakeAirResist | 0.36 | Per frame speed reduction multiplier while in brake state. | |
> BrakeGravity | 0.07 | Gravity while in brake state. | |
> BrakeToFreeStateFrame | 4 | Unknown | Changing this value appears to do nothing, likely unused. |
> BrakeToFreeVelocityXZ | 0.2355 | Velocity threshold in which the projectile enters free state. | |
> BrakeToFreeVelocityY | -0.15 | Velocity threshold in which the projectile enters free state. | |
> FreeAirResist | 0.02 | Per frame speed reduction multiplier while in free state. | |
> FreeGravity | 0.016 | Gravity while in free state | |
> GoStraightStateEndMaxSpeed | float | If the projectile exceeds this number when it enters brake state, it is set to this number. | |
> GoStraightToBrakeStateFrame | int | Frames in which the projectile flies straight | |
> SpawnSpeed | float | Initial projectile speed. | |
V PaintParam | container | Controls paint of the main shot. | Due to the explosion, the effect of these params is likely negligible for blasters. |
> DegreeUseDepthScaleMax | 10.0 | Unknown | |
> DegreeUseDepthScaleMin | 35.0 | Unknown | |
> DepthScaleMax | 2.4 | Unknown | |
> DepthScaleMaxBreakFree | 2.4 | Unknown | |
> DepthScaleMin | 1.4 | Unknown | |
> DepthScaleMinBreakFree | 1.2 | Unknown | |
> DistanceFar | 20.0 | Unknown | |
> DistanceMiddle | float | Unknown | |
> DistanceNear | 1.1 | Unknown | |
> HeightUseDepthScaleMaxBreakFree | 1.5 | Unknown | |
> HeightUseDepthScaleMinBreakFree | 10.0 | Unknown | |
> WidthHalfFar | float | Unknown | |
> WidthHalfMiddle | float | Unknown | |
> WidthHalfNear | float | Unknown | |
V SplashPaintParam | container | Controls paint of the droplets that come out of the main shot(?) | |
> DepthMaxDropHeight | 3.0 | Unknown | |
> DepthMinDropHeight | 10.0 | Unknown | |
> DepthScaleMax | 1.2 | Unknown | |
> DepthScaleMin | 1.0 | Unknown | |
> WidthHalf | float | Unknown | |
> WidthHalfNearest | float | Unknown | |
V SplashSpawnParam | container | Unknown container | |
>V ForceSpawnNearestAddNumArray | container | Controls forceful spawning of a droplet that paints the user's feet(?) | |
> RandomSpawnVelXMax | 0.055 | Unknown | |
> RandomSpawnVelYMax | 0.015 | Unknown | |
> RandomSpawnVelZMax | 0.02 | Unknown | |
> RandomSpawnVelZMin | 0.01 | Unknown | |
> SpawnBetweenLength | float | Unknown | |
> SpawnNearestLength | 0.0 | Unknown | |
> SpawnNum | float | Unknown | |
> SplitNum | int | Unknown | |
V SplashWallHitParam | container | Contains parameters that control the painting of droplets that hit walls(?) | |
>V SpawnParam | container | Simple container. | |
>> BetweenDistance | 1.25 | Unknown | |
>> DistanceXZRate | 1.33333 | Unknown | |
>> FirstDistance | float | Unknown | |
>> VelocityMinusYRate | float | Unknown | |
>V WallDropCollisionPaintParam | container | Simple container. | |
>> FallPeriodFirstSecondTargetAlp | float | Unknown | |
>> PaintRadiusFall | float | Unknown | |
>> PaintRadiusGround | 0.6 | Unknown | |
>> PaintRadiusShock | float | Unknown | |
>V WallDropMoveParam | container | Simple container. | |
>> FallPeriodFirstFrameMax | 30 | Unknown | |
>> FallPeriodFirstFrameMin | int | Unknown | |
>> FallPeriodFirstTargetSpeed | float | Unknown | |
>> FallPeriodLastFrameMax | int | Unknown | |
>> FallPeriodLastFrameMin | int | Unknown | |
>> FallPeriodSecondFrame | int | Unknown | |
>> FallPeriodSecondTargetSpeed | float | Unknown | |
>> FreeGravityType | value_0_008 | Unknown | |
V WallDropCollisionPaintParam | container | Simple container. | |
> FallPeriodFirstSecondTargetAlp | 1.0 | Unknown | |
> PaintRadiusFall | 0.65 | Unknown | |
> PaintRadiusGround | float | Unknown | |
> PaintRadiusShock | 1.3 | Unknown | |
V WallDropMoveParam | container | Simple container. | |
> FallPeriodFirstFrameMax | 30 | Unknown | |
> FallPeriodFirstFrameMin | int | Unknown | |
> FallPeriodFirstTargetSpeed | 0.06 | Unknown | |
> FallPeriodLastFrameMax | int | Unknown | |
> FallPeriodLastFrameMin | 15 | Unknown | |
> FallPeriodSecondFrame | 10 | Unknown | |
> FallPeriodSecondTargetSpeed | float | Unknown | |
> FreeGravityType | value_0_008 | Unknown | |
V WeaponParam | container | Simple container. | |
> BurstAimMoveFrame | 0 | Frames in which the user is considered to be in a "firing" state after firing a shot. | Used for burst fire weapons. Only impacts movement speed and animation. |
> InkConsume | float | Ink consumption per shot. | |
> InkRecoverStop | 20 | Frames in which ink recovery stops after firing a shot. | Commonly known as "white ink" frames. |
> Jump_DegBiasDecreaseStartFrame | int | Number of frames before accuracy starts recovering after jumping. | |
> Jump_DegBiasEndFrame | int | Number of frames in which accuracy fully recovers after jumping. | |
> Jump_DegBiasMax | float | Chance of shot deviation right after jumping. | |
> Jump_DegSwerve | float | Angle in which deviated shots can go right after jumping. | |
> MoveSpeed | float | Movement speed while firing. | |
> PostDelayFrame | 4 | Unused for blasters. | This parameter is intended for shooters. Refer to "PostDelayFrame_Blaster". |
> PostDelayFrame_Blaster | 23 | Frames after firing the weapon in which the user can enter swim form or use a sub weapon. | |
> PreDelayFrame_HumanShot | 0 | Frames before the blaster shot comes out when firing from human form (after an additional 4 frames). | |
> PreDelayFrame_SquidShot | 4 | Frames before the blaster shot comes out when firing from swim form (after an additional 9 frames) | Also controlled by SquidShotShorteningFrame, for some reason. |
> RepeatFrame | 6 | Number of frames between consecutive shots. | |
> ShotGuideFrame | int | Controls crosshair position. | The position is determined by the location of the shot this many frames after it leaves the weapon. |
> SquidShotShorteningFrame | 0 | Reduces the time between leaving swim form and firing a shot. | Mainly controlled by PreDelayFrame_SquidShot. |
> Stand_DegBiasDecrease | float | Reduction in chance for shots to deviate per frame. | |
> Stand_DegBiasKf | float | Increase in chance for shots to deviate per shot. | |
> Stand_DegBiasMax | 0.25 | Maximum chance for shots to deviate while grounded. | |
> Stand_DegBiasMin | float | Minimum chance for shots to deviate while grounded. | |
> Stand_DegSwerve | float | Maximum angle of deviation while grounded. | |
> TripleShotSpanFrame | 0 | Duration of burst. | Likely acts as a "postdelayframe" but for burst weapons. |
> VariableShotRepeatStartFrame | 0 | Frames in which automatic firing mode starts while holding down ZR. | Meant for squeezer. |
V spl__PlayerGearSkillParam_ActionSpecUp_ReduceJumpSwerveRate | container | Controls how effective intensify action is. | |
> High | 1.0 | ||
> Low | 0.0 | ||
> Mid | float | Set lower than default. | |
V spl__PlayerGearSkillParam_MainEffectiveRangeUp | container | Simple container. | Duplicate? |
> High | 1.5 | Unknown | |
> Low | 0.0 | Unknown | |
> Mid | 0.75 | Unknown | |
V spl__SpawnBulletAdditionMovePlayerParam | container | Simple container. | |
> GuideYMinusZero | False | Unknown | |
> XRate | 0.4 | Unknown | |
> YMax | 100.0 | Unknown | |
> YMinusRate | 0.0 | Unknown | |
> YPlusRate | 1.0 | Unknown | |
> ZRate | 2.0 | Unknown |
Notes
S-BLAST '92 and Squeezer should use this page 3 times, one for their basic stats, and 2 times for each of their firing modes. S-BLAST should also have an additional parameter "jump shot different" set to True for each of its firing modes to avoid default parameter usage.
Example
- The ink consumption is 0.92% per shot, allowing the user to fire for 10.87 seconds on a full ink tank.
- 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 will lose about 0.56 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.