Splatoon 2 Parameter - Charger v2.2.0

Goo Tuber Goo Tuber


Name Description Value Min Max
AirChargeRateByEmpty Charge rate multiplier in air when out of ink 1 1 10
ChargeKeepAnytime Allow partial charge hold True False True
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) 1800 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 1800 0 5000
FullChargeDistance Distance when full charge 196.04 0 750
FullChargeFrame Number of frames until full charge (X) 75 1 255
FullChargeInkConsume Ink consumption when full charge 0.15 0 1
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
FullChargePierce フルチャージ時のプレイヤー等の貫通 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 1300 0 5000
MaxChargeHitSplashNum Splash number just before full charge 8 0 8
MaxChargeInkConsume Ink consumption just before full charge 0.15 0 1
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
MaxChargePaintRadiusRateToFull Before full charge: Paint radius 0.85 0 1
MaxDistance Maximum distance before full charge 186.04 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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
PreDelayFrm_KeepCharge Charge keep: Delay frames before attack 15 0 120
PreDelayFrm_KeepChargePre Charge keep: Frames until laser appears 10 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

Bamboozler 14 Mk I Bamboozler 14 Mk I


Name Description Value Min Max
AirChargeRateByEmpty Charge rate multiplier in air when out of ink 2 1 10
ChargeKeepAnytime Allow partial charge hold False False True
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
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
FullChargePierce フルチャージ時のプレイヤー等の貫通 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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
MinChargePaintRadiusRateToFull Minimum charge: Paint radius 0.7 0 1
MinDistance Minimum distance 195.64 0 500
MoveSpeed Movement speed while charging 0.6 0 4
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

E-liter 4K E-liter 4K


Name Description Value Min Max
ChargeKeepAnytime Allow partial charge hold False False True
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) 92 1 255
FullChargeInkConsume Ink consumption when full charge 0.25 0 1
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
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

E-liter 4K Scope E-liter 4K Scope


Name Description Value Min Max
ChargeKeepAnytime Allow partial charge hold False False True
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) 92 1 255
FullChargeInkConsume Ink consumption when full charge 0.25 0 1
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
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

Splat Charger Splat Charger


Name Description Value Min Max
ChargeKeepAnytime Allow partial charge hold False False True
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) 60 1 255
FullChargeInkConsume Ink consumption when full charge 0.18 0 1
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
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

Splatterscope Splatterscope


Name Description Value Min Max
ChargeKeepAnytime Allow partial charge hold False False True
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) 60 1 255
FullChargeInkConsume Ink consumption when full charge 0.18 0 1
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
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

Classic Squiffer Classic Squiffer


Name Description Value Min Max
AirChargeRateByEmpty Charge rate multiplier in air when out of ink 2 1 10
ChargeKeepAnytime Allow partial charge hold False False True
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) 0.084 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
FullChargePaintRadiusRateGroundToOther Full charged: Paint radius ratio of droplets when weapon hits the ground 1.8 0 3
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
FullChargePierce フルチャージ時のプレイヤー等の貫通 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
MaxChargePaintRadiusRateGroundToOther Before full charge: Paint radius ratio of droplets when weapon hits the ground 1.5 0 3
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateGroundToOther Minimum charge: Paint radius ratio of droplets when weapon hits the ground 1.0 0 3
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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
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

Grizzco Charger Grizzco Charger


Name Description Value Min Max
ChargeKeepAnytime Allow partial charge hold False False True
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
FullChargePaintRadiusRateLastSplashToOther Full charged: Paint radius ratio of last droplet 1.5 0 3
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
MaxChargePaintRadiusRateLastSplashToOther Before full charge: Paint radius ratio of last droplet 1.5 0 3
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
MinChargePaintRadiusRateLastSplashToOther Minimum charge: Paint radius ratio of last droplet 1.5 0 3
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 .