Splatoon 2 Parameter - Shooter v3.2.0

Aerospray MG Aerospray MG


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 240 0 2000
CoopDamageMin Minimum damage (Salmon Run) 190 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.0055 0 1
CreateSplashLength Splash movement distance 125.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.0 0 16
DamageMax Maximum damage 240 0 2000
DamageMin Minimum damage 120 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.5 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.01 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.03 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.06 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 16.0 0 89
DegRandom Default degree of randomness 13.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 22.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.0055 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 13.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 15.8 0 36
PaintMiddleDistance 37.0
PaintMiddleRadius 17.7
PaintNearDistance Front paint distance 21.0 0 1000
PaintNearRadius Previous filling radius 20.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 4 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.0 0 30
SplashSplitNum Number of droplet splits (Z) 8 1 4
StraightFrame Number of rectilinear frames of a bullet 3 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 18.945 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

Splattershot Pro Splattershot Pro


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 450 0 2000
CoopDamageMin Minimum damage (Salmon Run) 300 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.02 0 1
CreateSplashLength Splash movement distance 88.0 0.1 160.0
CreateSplashNum Number of splash occurrences 2.0 0 16
DamageMax Maximum damage 420 0 2000
DamageMin Minimum damage 210 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 23 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 7 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 6.0 0 89
DegRandom Default degree of randomness 2.7 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 7 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 38.33333 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.02 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.55 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 11.0 0 100
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 18.0 0 36
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 8 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashPaintRadius Splash filling radius 12.5 0 30
SplashSplitNum Number of droplet splits (Z) 8 1 4
StraightFrame Number of rectilinear frames of a bullet 3 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 22.698 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180

Splattershot Jr. Splattershot Jr.


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 280 0 2000
CoopDamageMin Minimum damage (Salmon Run) 200 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.005 0 1
CreateSplashLength Splash movement distance 95.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.4 0 16
DamageMax Maximum damage 280 0 2000
DamageMin Minimum damage 140 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.4 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.01 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.02 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.04 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 15.0 0 89
DegRandom Default degree of randomness 12.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 3 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 22.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.005 0 1
InkMagazineRatio 1.1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 12.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.5 0 36
PaintMiddleDistance 0.0
PaintMiddleRadius 0.0
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 19.7 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 5 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.9 0 30
SplashSplitNum Number of droplet splits (Z) 7 1 4
StraightFrame Number of rectilinear frames of a bullet 3 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 18.945 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

Squeezer - Burst Fire Mode Squeezer - Burst Fire Mode


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 20 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 450 0 2000
CoopDamageMin Minimum damage (Salmon Run) 300 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.025 0 1
CreateSplashLength Splash movement distance 150.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.5 0 16
DamageMax Maximum damage 380 0 2000
DamageMin Minimum damage 190 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 0.0 0 89
DegRandom Default degree of randomness 0.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 4 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 32.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.025 0 1
InkMagazineRatio 1.0
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 12.5 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 15.0 0 36
PaintMiddleDistance 0.0
PaintMiddleRadius 0.0
PaintNearDistance Front paint distance 5.0 0 1000
PaintNearRadius Previous filling radius 22.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 8 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 11.8 0 30
SplashSplitNum Number of droplet splits (Z) 8 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 29.695 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 10 0 90

Squeezer - Coninues Fire Mode Squeezer - Coninues Fire Mode


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 20 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 300 0 2000
CoopDamageMin Minimum damage (Salmon Run) 250 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.009 0 1
CreateSplashLength Splash movement distance 65.0 0.1 160.0
CreateSplashNum Number of splash occurrences 2.0 0 16
DamageMax Maximum damage 300 0 2000
DamageMin Minimum damage 150 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 23 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 7 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 13.0 0 89
DegRandom Default degree of randomness 8.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 7 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 24.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.009 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 12.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 18.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 7 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.0 0 30
SplashSplitNum Number of droplet splits (Z) 5 1 4
StraightFrame Number of rectilinear frames of a bullet 3 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 23.032 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

.52 Gal .52 Gal


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 520 0 2000
CoopDamageMin Minimum damage (Salmon Run) 350 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.013 0 1
CreateSplashLength Splash movement distance 55.0 0.1 160.0
CreateSplashNum Number of splash occurrences 2.4 0 16
DamageMax Maximum damage 520 0 2000
DamageMin Minimum damage 260 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 22 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 6 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.04 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.02 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 12.0 0 89
DegRandom Default degree of randomness 6.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 6 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 22.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.013 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.6 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 13.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.5 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 19.7 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 9 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 13.0 0 30
SplashSplitNum Number of droplet splits (Z) 5 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 18.472 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

.96 Gal .96 Gal


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 850 0 2000
CoopDamageMin Minimum damage (Salmon Run) 550 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.025 0 1
CreateSplashLength Splash movement distance 60.0 0.1 160.0
CreateSplashNum Number of splash occurrences 3.0 0 16
DamageMax Maximum damage 620 0 2000
DamageMin Minimum damage 310 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 25 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 9 -1 60
DegBias Maximum bias 0.3 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.02 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.03 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.04 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 12.0 0 89
DegRandom Default degree of randomness 4.6 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 9 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 23.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.025 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.4 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 13.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 17.5 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 20.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 12 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 13.5 0 30
SplashSplitNum Number of droplet splits (Z) 5 1 4
StraightFrame Number of rectilinear frames of a bullet 5 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 22.698 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

Jet Squelcher Jet Squelcher


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 350 0 2000
CoopDamageMin Minimum damage (Salmon Run) 300 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.016 0 1
CreateSplashLength Splash movement distance 100.0 0.1 160.0
CreateSplashNum Number of splash occurrences 2.4 0 16
DamageMax Maximum damage 320 0 2000
DamageMin Minimum damage 160 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 25 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 9 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.01 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.015 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.02 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 8.0 0 89
DegRandom Default degree of randomness 3.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 9 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 33.6 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.016 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.6 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 10.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 18.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 8 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.0 0 30
SplashSplitNum Number of droplet splits (Z) 8 1 4
StraightFrame Number of rectilinear frames of a bullet 5 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 22.32 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

Splattershot Splattershot


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 350 0 2000
CoopDamageMin Minimum damage (Salmon Run) 300 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.01 0 1
CreateSplashLength Splash movement distance 92.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.5 0 16
DamageMax Maximum damage 350 0 2000
DamageMin Minimum damage 175 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 12.0 0 89
DegRandom Default degree of randomness 6.0 0 89
DrawRadius Drawing size 2.5 0 10
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 22.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.01 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 12.0 0 100
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 18.0 0 36
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 6 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashPaintRadius Splash filling radius 12.8 0 30
SplashSplitNum Number of droplet splits (Z) 6 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 14.495 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180

Splash-o-matic Splash-o-matic


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 280 0 2000
CoopDamageMin Minimum damage (Salmon Run) 200 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.008 0 1
CreateSplashLength Splash movement distance 95.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.5 0 16
DamageMax Maximum damage 280 0 2000
DamageMin Minimum damage 140 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 20 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 4 -1 60
DegBias Maximum bias 0.4 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.01 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.02 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.04 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 0.0 0 89
DegRandom Default degree of randomness 0.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 4 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 39.2 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.008 0 1
InkMagazineRatio 1.0
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.72 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 11.5 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.5 0 36
PaintMiddleDistance 0.0
PaintMiddleRadius 0.0
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 20.5 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 5 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.8 0 30
SplashSplitNum Number of droplet splits (Z) 6 1 4
StraightFrame Number of rectilinear frames of a bullet 2 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 15.815 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

N-ZAP '85 N-ZAP '85


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 280 0 2000
CoopDamageMin Minimum damage (Salmon Run) 200 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.0085 0 1
CreateSplashLength Splash movement distance 110.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.4 0 16
DamageMax Maximum damage 280 0 2000
DamageMin Minimum damage 140 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 12.0 0 89
DegRandom Default degree of randomness 6.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 5 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 22.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.008 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.84 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 10.0 0 100
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 16.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 18.0 0 36
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 5 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashPaintRadius Splash filling radius 11.6 0 30
SplashSplitNum Number of droplet splits (Z) 11 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 14.495 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180

Sploosh-o-matic Sploosh-o-matic


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 0 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 450 0 2000
CoopDamageMin Minimum damage (Salmon Run) 300 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.008 0 1
CreateSplashLength Splash movement distance 60.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.4 0 16
DamageMax Maximum damage 380 0 2000
DamageMin Minimum damage 190 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 22 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 6 -1 60
DegBias Maximum bias 0.4 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.01 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.02 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.04 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 18.0 0 89
DegRandom Default degree of randomness 12.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 0 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 6 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 20.0 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.008 0 1
InkRecoverStop Ink recovery restart frame 20 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.8 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 11.5 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 17.0 0 36
PaintMiddleDistance 37.5
PaintMiddleRadius 21.3
PaintNearDistance Front paint distance 20.0 0 1000
PaintNearRadius Previous filling radius 24.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 5 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 12.0 0 30
SplashSplitNum Number of droplet splits (Z) 5 1 4
StraightFrame Number of rectilinear frames of a bullet 2 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 17.82 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 0 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

H-3 Nozzlenose H-3 Nozzlenose


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 25 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 600 0 2000
CoopDamageMin Minimum damage (Salmon Run) 500 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.018 0 1
CreateSplashLength Splash movement distance 60.0 0.1 160.0
CreateSplashNum Number of splash occurrences 3.0 0 16
DamageMax Maximum damage 410 0 2000
DamageMin Minimum damage 205 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 50 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 20 0 120
DegJumpRandom Degree of randomness for jumping 1.0 0 89
DegRandom Default degree of randomness 1.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 3 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 28.75 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.018 0 1
InkRecoverStop Ink recovery restart frame 25 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.6 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 13.5 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 21.0 0 36
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 21.0 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 5 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 14.2 0 30
SplashSplitNum Number of droplet splits (Z) 5 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 22.698 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 20 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

L-3 Nozzlenose L-3 Nozzlenose


Name Description Value Min Max
AutoShot Automatic firing (not used if triple shot is greater than 0) True False True
BurstAimMoveFrm Shift frame 20 0 600
ColRadius Field collision radius 2.0 0 10
CoopDamageMax Maximum damage (Salmon Run) 400 0 2000
CoopDamageMin Minimum damage (Salmon Run) 350 0 2000
CoopInkConsume Ink consumption (Salmon Run) 0.01 0 1
CreateSplashLength Splash movement distance 120.0 0.1 160.0
CreateSplashNum Number of splash occurrences 1.5 0 16
DamageMax Maximum damage 290 0 2000
DamageMin Minimum damage 145 0 2000
DamageReduceEndFrame Frame after shooting with minimum damage amount 24 1 600
DamageReduceStartFrame Frame after launch (-1 is the same as guide cursor) 8 -1 60
DegBias Maximum bias 0.25 0 1
DegBiasDecrease Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) 0.005 0 1
DegBiasKf Bias transition (not used for Splatlings) 0.01 0 1
DegBiasMin Minimum bias (not used for Splatlings) 0.01 0 1
DegJumpBias Maximum Bias (Jumping) 0.4 0 1
DegJumpBiasFrame Bias end frame (Jumping) 70 0 120
DegJumpBiasStartFrame Bias reduction starting frame (Jumping) 25 0 120
DegJumpRandom Degree of randomness for jumping 6.0 0 89
DegRandom Default degree of randomness 1.0 0 89
DrawRadius Drawing size 2.5 0 10
ForceDropNearestSplashAddNum Forces a splash even if you already shot the number of bullets needed. (0 for Off) 7 0 15
GuideCheckCollisionFrame Guide collision check frame (Guide cursor display frame when not hit) 8 1 45
InitVel Initial Velocity Z (Unused for Splatlings) 27.5 0 50
InkConsume Ink consumption (maximum charge for splatlings) 0.01 0 1
InkMagazineRatio 1.0
InkRecoverStop Ink recovery restart frame 25 0 240
KnockBack Knockback 0.0 0 10
MoveSpeed Movement speed while charging 0.8 0 4
NearestSplahSplitLength Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) 14.0 0 100
NearestSplashMaxScaleClamp Closest splash occurance 1.2 1 3
NearestSplashPaintRadiusTimes Spray radius multiplicator occurring at the nearest place 1.4 1 3
PaintFarDistance Distance painted distance 200.0 0 1000
PaintFarRadius Distance painted radius 19.5 0 36
PaintMiddleDistance 0.0
PaintMiddleRadius 0.0
PaintNearDistance Front paint distance 11.0 0 1000
PaintNearRadius Previous filling radius 19.5 0 36
PlayerColRadius Player collision radius (same as field collision radius when negative) -1.0 -1 10
RepeatFrame Synchronize frames (see "Charging" at Splatling page) 4 1 90
SplashColRadius Splash collision radius 1.5 0 10
SplashDrawRadius Splash drawing size 3.0 0 10
SplashMaxScaleClamp Other Splashes 1.2 1 3
SplashMaxScaleHighest Use maximum stretch scale if the height to landing is less than this value 30.0 0 400
SplashMinScaleClamp Minimum Stretch Scale 1.0 1 3
SplashMinScaleHighest Use the minimum extension scale if the height to landing is over this value 100.0 0 400
SplashPaintRadius Splash filling radius 15.5 0 30
SplashSplitNum Number of droplet splits (Z) 15 1 4
StraightFrame Number of rectilinear frames of a bullet 4 0 16
StraightStateEndSpeed Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) 15.68 0 50
TripleShotSpan Triple shot interval in frames (0 for normal shot, unused for Spatlings) 8 0 180
VariableShotFrame Frame until shift type to continuous fire (0 for no shift) 0 0 90

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 .