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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.