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(Better wording to avoid misunderstandings, see here: https://splatoonwiki.org/wiki/Template_talk:Splatling_data (also applies to shooters)) |
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Revisión del 02:58 20 ago 2022
This template takes shooter weapon parameters as input and generates a list of facts about the weapon.
Parameters
This is a complete list of shooter parameters from Splatoon.
Name | Description |
---|---|
mRepeatFrame | The number of frames it takes for the next bullet to come out. |
mTripleShotSpan | The number of frames between the last bullet in a nozzlenose burst being fired and the player being able to fire another burst. |
mInitVel | The initial velocity of bullets. |
mDegRandom | The angle that shots can deviate while on the ground. |
mDegJumpRandom | The angle that shots can deviate while in the air. |
mSplashSplitNum | |
mKnockBack | |
mInkConsume | The ink consumption of each bullet. |
mInkRecoverStop | The delay between an attack and when ink starts to recover. |
mMoveSpeed | The player movement speed while attacking. |
mDamageMax | The maximum damage. |
mDamageMin | The minimum damage. |
mDamageMinFrame | |
mStraightFrame | The number of rectilinear frames of a bullet. |
mGuideCheckCollisionFrame | |
mCreateSplashNum | |
mCreateSplashLength | |
mDrawRadius | |
mColRadius | |
mPaintNearDistance | |
mPaintFarDistance | |
mPaintNearRadius | |
mPaintFarRadius | |
mSplashDrawRadius | |
mSplashColRadius | |
mSplashPaintRadius | |
mDegBias | The maximum chance to shoot towards the outer reticle. |
mDegBiasKf | The amount that the chance to shoot towards the outer reticle increases per shot. |
mDegJumpBias | The chance to shoot towards the outer reticle instead of the inner reticle is immediately set to this when jumping. |
mDegJumpBiasFrame | The number of frames after jumping for the outer reticle to finish shrinking. |
Blasters have additional parameters.
Name | Description |
---|---|
mExplosionFrame | |
mExplosionSleep | |
mDamageNear | |
mCollisionRadiusNear | |
mDamageMiddle | |
mCollisionRadiusMiddle | |
mDamageFar | |
mCollisionRadiusFar | |
mShotCollisionHitDamageRate | |
mShotCollisionHitRadiusRate | |
mKnockBackRadius | |
mMoveLength | |
mSphereSplashDropOn | |
mSphereSplashDropInitSpeed | |
mSphereSplashDropCollisionRadius | |
mSphereSplashDropDrawRadius | |
mSphereSplashDropPaintRadius | |
mSphereSplashDropPaintShotCollisionHitRadius | |
mBoundPaintMaxRadius | |
mBoundPaintMinRadius | |
mBoundPaintMinDistanceXZ | |
mWallHitPaintRadius | |
mPreDelayFrm_HumanMain | |
mPreDelayFrm_SquidMain | |
mPostDelayFrm_Main |
Example
- The Shooter data s is a middleweight weapon.
- Each shot consumes 0.7% of the ink tank capacity.
- This allows players to fire 142 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
- When firing while moving, the player's movement speed is set to 0.72 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 38.
- Shots travel straight for 2 frames. After that, they may lose damage. A shot will lose damage until it reaches 19 damage at frame 15.
- Shots have a radius of 2 units.
- The angle its shots can deviate while on the ground is 12 degrees.
- The angle its shots can deviate while in the air is 18 degrees.
- The outer reticle immediately expands after jumping. The outer reticle will finish shrinking after 60 frames.
- The chance to shoot towards the outer reticle instead of the inner reticle increases by 10% per shot, and maximizes at a 40% chance to shoot towards the outer reticle.
- This means that it takes 4 shots to reach minimum accuracy.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
- Accuracy starts recovering 5 frames after the player stops shooting.
- Shots initially travel straight at a rate of 20 units per frame for 2 frames. Shots travel straight for 40 distance units.
- Ink droplets occur every 55 units.
- The frequency at which ink drips from a shot occurs at a rate of 1.5 droplets per shot.
- There are a total of 4 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 24 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 19 units.
- All other ink droplets have a radius of 12 units.