Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.6, 0.6, 17.4] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 3000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.12 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.12 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.012 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1600 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 196.04 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 80 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.15 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 19.0 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 48.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 48.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.15 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 0.85 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 196.04 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 36 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.02 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 96.02 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.3 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.4 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.65 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.2 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.25 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 300 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.55, 0.55, 14.25] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 1600 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.04 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1600 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.04 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 600 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.016 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 5 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 800 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 195.64 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 20 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.07 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | False | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 12.3 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 40.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 40.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 40.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 2.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 5 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.07 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 195.64 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 20 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 2.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 300 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.028 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.7 | 0 | 1 |
MinDistance | Minimum distance | 195.64 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.4 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 20 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 15 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.8 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.8 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 3.2 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 2.6 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 2.6 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.0 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 1.01 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 3 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.5, 1.4, 19.3] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 6000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.25 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.25 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.0225 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1800 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 290.5 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 96 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.25 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 18.5 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 64.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 64.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.25 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 290.5 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 32 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.0225 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 90.45 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.15 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.32 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.75 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.5 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.1 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 75 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 25 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 5 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.5, 1.4, 19.3] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 6000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.25 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.25 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.0225 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1800 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 310.5 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 96 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.25 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 18.5 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 64.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 64.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.25 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 290.5 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 32 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.0225 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 90.45 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.15 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 20.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 1.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.5 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.32 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.75 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.5 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.1 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.5, 1.6, 19.45] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 3000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.18 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.18 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.0225 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1600 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 240.37 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 64 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.18 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 18.5 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 48.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 48.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.18 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 240.37 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 32 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.0225 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 90.33 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.2 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.32 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.75 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.5 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.166 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 75 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 15 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 5 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.5, 1.6, 19.45] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 3000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.18 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.18 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.0225 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1600 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 260.37 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 64 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.18 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 18.5 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 48.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 48.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 800 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.18 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 240.37 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 32 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.0225 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 90.33 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.2 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 28.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 1.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.5 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.32 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.75 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.5 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.166 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.6, 0.6, 17.4] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 2000 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.084 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1200 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.084 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.014934 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 4 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1400 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 167.65 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 45 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.105 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 18.5 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 36.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 36.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 24.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 0.7 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 1.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 700 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 8 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.105 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 167.65 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 36 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 1.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 400 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.018667 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.5 | 0 | 1 |
MinDistance | Minimum distance | 92.61 | 0 | 500 |
MoveSpeed | Movement speed while charging | 0.3 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 20 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 15 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.5 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.55 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 1.75 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 1.0 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 1.0 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.5 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 23.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 0.25 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 1 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 75 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 0.5 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 0.2 | 0 | 1 |
Name | Description | Value | Min | Max |
---|---|---|---|---|
ChargeKeepSniperCameraMoveFrm | Frames for shifting to sniper camera when holding charge | 20 | 1 | 180 |
ChargeKeepSniperCameraMoveStartFrm | Frames for starting to shift to sniper camera when holding charge | 0 | 0 | 180 |
ChargeKeepSquideMuzzleOffset | Muzzle position when turning into squid while holding charge | [-3.55, 0.55, 14.25] | -40.f | 40.f |
CoopFullChargeDamage | Damage when full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopFullChargeInkConsume | Ink consumption when full charge (Salmon Run) | 0.15 | 0 | 1 |
CoopMaxChargeDamage | Maximum Damage before full charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMaxChargeInkConsume | Maximum ink consumption before full charge (Salmon Run) | 0.15 | 0 | 1 |
CoopMinChargeDamage | Damage when minimum charge (Salmon Run) | 1500 | 0 | 5000 |
CoopMinChargeInkConsume | Ink consumption when minimum charge (Salmon Run) | 0.15 | 0 | 1 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 1 | 1 | 10 |
FreezeFrmFullCharge | Freeze frame on full charge | 1 | 0 | 100 |
FreezeFrmMinCharge | Freeze frame on minimum charge | 1 | 0 | 100 |
FullChargeDamage | Damage when full charge | 1500 | 0 | 5000 |
FullChargeDistance | Distance when full charge | 195.64 | 0 | 750 |
FullChargeFrame | Number of frames until full charge (X) | 3 | 1 | 255 |
FullChargeInkConsume | Ink consumption when full charge | 0.15 | 0 | 1 |
FullChargePierce | Full charged: Has pierce shot | True | False | True |
FullChargeSplashPaintRadius | Full charged: Splash radius | 12.0 | 0 | 30 |
InitVelFullCharge | Shoot velocity at full charge | 40.0 | 0 | 100 |
InitVelMaxCharge | Maximum shoot velocity before full charge | 40.0 | 0 | 100 |
InitVelMinCharge | Minimum shoot velocity | 40.0 | 0 | 100 |
JumpGnd | Full charge: Jump value | 1.0 | 0 | 1 |
MaxChargeColRadiusForPlayer | Full charge: Collision radius for player | 2.0 | 0 | 10 |
MaxChargeDamage | Damage just before full charge | 1500 | 0 | 5000 |
MaxChargeHitSplashNum | Splash number just before full charge | 5 | 0 | 8 |
MaxChargeInkConsume | Ink consumption just before full charge | 0.15 | 0 | 1 |
MaxChargePaintRadiusRateToFull | Before full charge: Paint radius | 1.0 | 0 | 1 |
MaxDistance | Maximum distance before full charge | 195.64 | 0 | 750 |
MaxHitSplashNumFrame | Charge frame when maximum splash number can be made | 20 | 0 | 255 |
MinChargeColRadiusForPlayer | Minimum charge: Collision radius for player | 2.0 | 0 | 10 |
MinChargeDamage | Minimum damage | 1500 | 0 | 5000 |
MinChargeFrame | Minimum charge frame | 3 | 0 | 255 |
MinChargeHitSplashNum | Minimum charge: Splash number | 0 | 0 | 8 |
MinChargeInkConsume | Minimum ink consumption | 0.15 | 0 | 1 |
MinChargePaintRadiusRateToFull | Minimum charge: Paint radius | 0.7 | 0 | 1 |
MinDistance | Minimum distance | 195.64 | 0 | 500 |
MoveSpeed | Movement speed while charging | 1.0 | 0 | 4 |
PaintRateLastSplash | 1.5 | |||
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 20 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 15 | 0 | 120 |
SniperCameraFovy | Fovy after ending sniper camera | 38.0 | 5 | 75 |
SniperCameraMoveEndChargeRate | Charge percentage when change to sniper camera ends (0 for off) | 0.0 | 0 | 1 |
SniperCameraMoveStartChargeRate | Charge percentage when change to sniper camera begins | 0.0 | 0 | 1 |
SniperCameraPlayerAlphaChargeRate | Charge amount when beginning transparent | 0.5 | 0 | 1 |
SniperCameraPlayerInvisibleChargeRate | Charge amount when becoming completely transparent | 0.85 | 0 | 1 |
SplashBetweenFullChargePaintRadiusRate | Full charge: Basic interval of paint (multiply this parameter by what is calculated from (C) to get bullet spawn interval | 1.8 | 0.1f | 10.0f |
SplashBetweenMaxChargePaintRadiusRate | Before full charge: Basic interval of paint (multiply this parameter by what is calculated from (A)(B) to get bullet spawn interval | 1.8 | 0.1f | 10.0f |
SplashBetweenMinChargePaintRadiusRate | Minimum charge: Basic interval of paint (multiply this parameter by what is calculated from (A) to get bullet spawn interval) | 3.2 | 0.1f | 10.0f |
SplashDepthFullChargeScaleRateByWidth | Full charge: Paint scale percentage depth compared to width(C) | 2.6 | 1 | 8 |
SplashDepthMaxChargeScaleRateByWidth | Before full charge: Paint scale percentage depth compared to width(B) | 2.6 | 1 | 8 |
SplashDepthMinChargeScaleRateByWidth | Minimum charge: Paint scale percentage depth compared to width(A) | 3.0 | 1 | 8 |
SplashNearFootMaxDistanceXZ | Maximum offset to paint feet (XZ) | 100.0 | 0.0f | 100.0f |
SplashNearFootOccurChargeRate | Charge percentage required to ink feet | 1.01 | 0.0f | 1.01f |
SplashSplitNum | Number of droplet splits (Z) | 3 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
VelGnd_Bias | Deceleration curve | 1.0 | 0 | 1 |
VelGnd_DownRt | Deceleration delay | 1.0 | 0 | 1 |
1.0.0 1.1.1 1.1.2 1.2.0 1.3.0 1.4.0 2.0.0 2.1.0 2.2.0 2.2.1 2.3.0 3.0.0 3.1.0 3.2.0 4.0.0 4.1.0 4.2.0 4.3.0 4.3.1 4.4.0
Help provided by OatmealDome and WemI0 .