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.
  • 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.

References