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<includeonly><div class="list-columns" style="column-width: 25em;">
<includeonly><div class="list-columns" style="column-width: 25em;">
* The {{PAGENAME}} is a [[mobility|{{#switch: {{{mobility class}}} | low = heavyweight | middle = middleweight | high = lightweight }} weapon]].
* El {{PAGENAME}} es un arma [[mobility|{{#switch: {{{mobility class}}} | low = pesada | middle = de peso medio | high = ligera }}]].
* Each shot consumes {{#expr: {{{mInkConsume}}} * 100 }}% of the ink tank capacity.<!--
* Cada disparo consume un {{#expr: {{{mInkConsume}}} * 100 }}% del tanque de tinta.<!--
-->{{#if: {{{mExplosionFrame|}}} | |
-->{{#if: {{{mExplosionFrame|}}} | |
** This allows players to fire {{#expr: floor( 1 / {{{mInkConsume}}} ) }} shots before needing to refill the ink supply.
** Esto permite a un jugador disparar {{#expr: floor( 1 / {{{mInkConsume}}} ) }} veces antes de recargar.
}}
}}
** This stat can be changed with [[Ink Saver (Main)]].<!-- verification needed:
** Este número puede variar con [[Ahorro de tinta principal]].<!-- verification needed:
* When initially firing the weapon in humanoid form, the first shot takes (blaster 4, shooter 3) frames to come out.
* When initially firing the weapon in humanoid form, the first shot takes (blaster 4, shooter 3) frames to come out.
* When firing from squid or octopus form, the first shot takes (blaster 9, shooter 12) frames to come out.
* When firing from squid or octopus form, the first shot takes (blaster 9, shooter 12) frames to come out.
* The interval between firing and when the player is able to become a squid or use a sub weapon is (shooter 6, blaster 30) frames.
* The interval between firing and when the player is able to become a squid or use a sub weapon is (shooter 6, blaster 30) frames.
-->{{#ifexpr: {{{mTripleShotSpan|0}}} > 0 |
-->{{#ifexpr: {{{mTripleShotSpan|0}}} > 0 |
* When pressing {{button|ZR}}, three shots will be fired at a time, as long as there is enough ink to fire all three.
* Cuando {{button|ZR}} es presionado, se realizarán 3 disparos en ráfaga, siempre que se disponga de tinta para disparar los 3.
** If there is not enough ink to fire all three shots, then zero, one or two shots will be fired instead, depending on how much ink is left in the ink tank.
** Si hay insuficiente tinta para disparar los 3, se realizarán uno, dos o ningún disparo, dependiendo de la cantidad de tinta de la que se disponga.
* When firing a burst, a shot is fired every {{{mRepeatFrame}}} frames.
* Al disparar en modo ráfaga, se realiza un disparo cada {{{mRepeatFrame}}} frames.
* After the last shot in a burst is fired, another burst cannot be fired for {{{mTripleShotSpan}}} frames.
* Al terminar una ráfaga, no se puede disparar otra hasta que no transcurran {{{mTripleShotSpan}}} frames.
|
|
* When firing continuously, it shoots a bullet every {{{mRepeatFrame}}} frames ({{#expr: 60 / {{{mRepeatFrame}}} round 2 }} shots per second).
* Cuando el arma es disparada continuamente, el intervalo entre disparos es de {{{mRepeatFrame}}} frames, o ({{#expr: 60 / {{{mRepeatFrame}}} round 2 }} disparos por segundo).
}}
}}
* When firing while moving, the player's movement speed is set to {{#expr: {{{mMoveSpeed}}} round 2 }} units per frame.
* Al disparar en movimiento, la velocidad máxima del jugador es de {{#expr: {{{mMoveSpeed}}} round 2 }} unidades por frame.
* After firing, there is a {{{mInkRecoverStop}}} frame cooldown before the ink tank starts refilling.
* Tras disparar, hay un periodo de {{{mInkRecoverStop}}} frames antes de que el tanque de tinta se pueda empezar a recargar, aún sumergido.
* Each shot has a base damage of {{#expr: {{{mDamageMax}}} * 100 round 2 }}.
* Cada disparo inflige {{#expr: {{{mDamageMax}}} * 100 round 2 }} de daño base.
* Shots travel straight for {{{mStraightFrame}}} frames. {{#ifeq: {{{mDamageMin}}} | {{{mDamageMax}}} | | After that, they may lose damage. A shot will lose damage until it reaches {{#expr: {{{mDamageMin}}} * 100 round 2 }} damage at frame {{{mDamageMinFrame}}}. }}
* Cada disparo viaja en linea recta durante {{{mStraightFrame}}} frames. {{#ifeq: {{{mDamageMin}}} | {{{mDamageMax}}} | | Tras {{{mDamageMinFrame}}} frames, su daño bajará hasta alcanzar {{#expr: {{{mDamageMin}}} * 100 round 2 }}.}}
* Shots have a radius of {{#expr: {{{mColRadius}}} round 2 }} units.
* Shots have a radius of {{#expr: {{{mColRadius}}} round 2 }} units.
{{#ifeq: {{{mDegRandom|}}} | 0 |
{{#ifeq: {{{mDegRandom|}}} | 0 |
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==Example==
==Example==
{{shooter data s
{{shooter data s
| mobility class = middle
| mobility class = low
| mRepeatFrame = 5
| mRepeatFrame = 5
| mTripleShotSpan = 0
| mTripleShotSpan = 1
| mInitVel = 20.00000000
| mInitVel = 20.00000000
| mDegRandom = 12.00000000
| mDegRandom = 12.00000000

Revisión del 03:32 20 ago 2022

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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

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  • El Shooter data s es un arma pesada.
  • Cada disparo consume un 0.7% del tanque de tinta.
  • Cuando Plantilla:Button es presionado, se realizarán 3 disparos en ráfaga, siempre que se disponga de tinta para disparar los 3.
    • Si hay insuficiente tinta para disparar los 3, se realizarán uno, dos o ningún disparo, dependiendo de la cantidad de tinta de la que se disponga.
  • Al disparar en modo ráfaga, se realiza un disparo cada 5 frames.
  • Al terminar una ráfaga, no se puede disparar otra hasta que no transcurran 1 frames.
  • Al disparar en movimiento, la velocidad máxima del jugador es de 0.72 unidades por frame.
  • Tras disparar, hay un periodo de 20 frames antes de que el tanque de tinta se pueda empezar a recargar, aún sumergido.
  • Cada disparo inflige 38 de daño base.
  • Cada disparo viaja en linea recta durante 2 frames. Tras 15 frames, su daño bajará hasta alcanzar 19.
  • 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.