Plantilla:Shooter data s2
De Inkipedia
This template takes shooter weapon parameters as input and generates a list of facts about the weapon.
Notes
Blasters have a duplicate parameter, PostDelayFrm_Main. The value in the first group seems to be unused.
Parameters
This is a complete list of shooter parameters from Splatoon 2.
Name | Description |
---|---|
AutoShot | Automatic firing (not used if triple shot is greater than 0) |
BurstAimMoveFrm | Shift frame |
ColRadius | Field collision radius |
CoopDamageMax | Maximum damage (Salmon Run) |
CoopDamageMin | Minimum damage (Salmon Run) |
CoopInkConsume | Ink consumption (Salmon Run) |
CreateSplashLength | Splash movement distance |
CreateSplashNum | Number of splash occurrences |
DamageMax | Maximum damage |
DamageMin | Minimum damage |
DamageRate_MWPUG_High | |
DamageRate_MWPUG_Mid | |
DamageReduceEndFrame | Frame after shooting with minimum damage amount |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) |
Damage_MWPUG_Max | |
DegBias | Maximum bias |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) |
DegBiasKf | Bias transition (not used for Splatlings) |
DegBiasMin | Minimum bias (not used for Splatlings) |
DegBias_MWPUG_High | |
DegBias_MWPUG_Mid | |
DegJumpBias | Maximum Bias (Jumping) |
DegJumpBiasFrame | Bias end frame (Jumping) |
DegJumpBiasInterpolateRate_MWPUG_High | |
DegJumpBiasInterpolateRate_MWPUG_Mid | |
DegJumpBiasStartFrame | Bias reduction starting frame (Jumping) |
DegJumpBias_MWPUG_High | |
DegJumpBias_MWPUG_Mid | |
DegJumpRandom | Degree of randomness for jumping |
DegJumpRandom_MWPUG_High | |
DegJumpRandom_MWPUG_Mid | |
DegRandom | Default degree of randomness |
DegRandom_MWPUG_High | |
DegRandom_MWPUG_Mid | |
DrawRadius | Drawing size |
ForceDropNearestSplashAddNum | Forces a splash even if you already shot the number of bullets needed. (0 for Off) |
GuideCheckCollisionFrame | Guide collision check frame (Guide cursor display frame when not hit) |
InitVel | Initial Velocity Z (Unused for Splatlings) |
InitVelRate_MWPUG_High | |
InitVelRate_MWPUG_Mid | |
InkConsume | Ink consumption (maximum charge for splatlings) |
InkMagazineRatio | |
InkRecoverStop | Ink recovery restart frame |
KnockBack | Knockback |
MoveSpeed | Movement speed while charging |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) |
NearestSplashMaxScaleClamp | Closest splash occurance |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place |
PaintFarDistance | Distance painted distance |
PaintFarRadius | Distance painted radius |
PaintMaxScaleClampA | |
PaintMaxScaleClampB | |
PaintMiddleDistance | |
PaintMiddleRadius | |
PaintMinScaleClampA | |
PaintMinScaleClampB | |
PaintNearDistance | Front paint distance |
PaintNearRadius | Previous filling radius |
PaintScaleOriginal | |
PlayerColRadius | Player collision radius (same as field collision radius when negative) |
PostDelayFrm_Main | 攻撃後:硬直F |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) |
SplashColRadius | Splash collision radius |
SplashDrawRadius | Splash drawing size |
SplashMaxScaleClamp | Other Splashes |
SplashMaxScaleHighest | Use maximum stretch scale if the height to landing is less than this value |
SplashMinScaleClamp | Minimum Stretch Scale |
SplashMinScaleHighest | Use the minimum extension scale if the height to landing is over this value |
SplashPaintRadius | Splash filling radius |
SplashPaintRadius_MWPUG_High | |
SplashPaintRadius_MWPUG_Mid | |
SplashSplitNum | Number of droplet splits (Z) |
SquidShootAnimationTimes | |
SquidShootShorteningFrame | |
StraightFrame | Number of rectilinear frames of a bullet |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) |
TripleShotSpan | Triple shot interval in frames (0 for normal shot, unused for Spatlings) |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) |
Blasters have additional parameters.
Name | Description |
---|---|
BurstFrame | 爆発フレーム(0で強制オフ) |
CollisionRadiusFar | 小ダメージ半径 |
CollisionRadiusMiddle | 中ダメージ半径 |
CollisionRadiusNear | 大ダメージ半径 |
CoopDamageFar | 小ダメージ量 |
CoopDamageMiddle | 中ダメージ量 |
CoopDamageNear | 大ダメージ量 |
DamageFar | [#]小ダメージ量 |
DamageMiddle | [#]中ダメージ量 |
DamageNear | [#]大ダメージ量 |
HitWallSplashDistanceRate | ヒットXZ位置までの距離の何倍飛ばすか(0なら壁塗りしません) |
HitWallSplashLength | ヒット位置からの長さ |
HitWallSplashMinusYRate | 発生角度のメインの弾の角度と下方向の比率 |
HitWallSplashPaintFallRadius | 壁垂れ塗り半径 |
HitWallSplashPaintShockRadius | 壁衝撃塗り半径 |
KnockBackRadius | ノックバック半径(床壁プレイヤーヒット時は「床壁プレイヤーヒット時」の半径率が掛けられます) |
MoveLength | 飛行距離 |
PostDelayFrm_Main | 攻撃後:硬直F |
PreDelayFrm_HumanMain | 攻撃前:遅延追加F(ヒト中) |
PreDelayFrm_SquidMain | 攻撃前:遅延追加F(イカ中) |
ShotCollisionHitDamageRate | 空中爆発時からのダメージ率 |
ShotCollisionHitRadiusRate | 空中爆発時からの半径率 |
SphereSplashDropCollisionRadius | コリジョン半径 |
SphereSplashDropDrawRadius | 描画半径 |
SphereSplashDropInitSpeed | 初速 |
SphereSplashDropOn | 放出(On時は周囲拡散の[ローカルX軸回転-90度 ワールドY軸回転0度]は発生しません) |
SphereSplashDropPaintRadius | 塗り半径(空中爆発時) |
SphereSplashDropPaintShotCollisionHitRadius | 塗り半径(床壁プレイヤーヒット時) |
SphereSplashNoOccurRoundYOverRoundXMinus | Y軸回転が90度を超えていてX軸回転が0を下回っているとき |
SphereSplashNoOccurRoundYOverRoundXPlus | Y軸回転が90度を超えていてX軸回転が0を超えているとき |
SphereSplashPaintRadius | 空中爆発時 |
SphereSplashPaintShotCollisionHitRadius | 床壁プレイヤーヒット時 |
SphereSplashRoundAxisX | 角度1 |
SphereSplashRoundAxisX | 角度2 |
SphereSplashRoundAxisX | 角度3 |
SphereSplashRoundAxisY | 角度1 |
SphereSplashRoundAxisY | 角度2 |
SphereSplashRoundAxisY | 角度3 |
SphereSplashRoundAxisY | 角度4 |
WallDropPaintFallRadius | 壁垂れ塗り半径 |
WallDropPaintGroundRadius | 床塗り半径 |
WallDropPaintShockRadius | 壁衝撃塗り半径 |
WallDropPaintTargetAlpha | 初期目標アルファ |
WallDropPaintTargetFrameMax | 初期目標速度到達フレーム最大 |
WallDropPaintTargetFrameMin | 初期目標速度到達フレーム最小 |
WallDropPaintTargetSpeed | 初期目標速度 |
WallDropPaintTargetAlpha | 中間期目標終了アルファ |
WallDropPaintTargetFrame | 中間期目標速度到達フレーム |
WallDropPaintTargetSpeed | 中間期目標速度 |
WallDropPaintTargetAlphaEnd | 最終期速度0移行値終了アルファ |
WallDropPaintTargetAlphaMid | 最終期速度0移行値中間アルファ |
WallDropPaintTargetAlphaRate | 最終期速度0移行値中間フレーム率 |
WallDropPaintTargetFrameMax | 最終期速度0到達フレーム最大 |
WallDropPaintTargetFrameMin | 最終期速度0到達フレーム最小 |
WallHitPaintRadius | 塗り半径 |
Example
L-3 Nozzlenose
- El L-3 Nozzlenose es un arma de peso medio.
- El rango de emparejamiento es 135. El rango de emparejamiento de Splatoon 2 toma la media del equipo e intenta emparejarlo con otro similar.
- The ink consumption of 1.15% and ink tank capacity of 100% allows players to fire 86 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
- When firing from squid or octopus form, the first shot takes 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 4 frames.
- When pressing Plantilla:Button, three shots will be fired at a time, as long as there is enough ink to fire all three.
- 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.
- When firing a burst, a shot is fired every 4 frames.
- After the last shot in a burst is fired, another burst cannot be fired for 8 frames.
- When firing while moving, the player's movement speed is set to 0.8 units per frame.
- After firing, there is a 25 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 29.
- If a shot is in the air for more than 8 frames after being fired, it loses 0.90625 damage per frame until it reaches 14.5 damage at frame 24.
- The bullet hitbox has a radius of 2 units.
- The angle its shots can deviate while on the ground is 1 degrees.
- The angle its shots can deviate while in the air is 6 degrees.
- The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
- The Shooter data s2 starts off having a 1% chance to shoot towards the outer reticle instead of the inner reticle.
- This chance increases by 1% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 24 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 4 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 52 frames to reach maximum accuracy. (82 after shooting while jumping.)
- Shots initially travel straight at a rate of 27.5 units per frame for 4 frames. Shots travel straight for 110 distance units.
- After that, the shot's velocity is set to 15.68 units per frame if it is not already lower than the listed value, and decreases further as it travels.
- Ink droplets occur every 120 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 12 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 19.5 units, and a width of 10 units.
- These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 19.5 units.
- All other ink droplets have a radius of 15.5 units.
- Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
- If no ink droplets have occurred within 11 units of the player for 3 shots, the next shot the player makes will force a paint droplet to appear at the player's feet. This ensures that the player's feet will always be inked after three bursts.