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 |
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) | 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 |
PaintMaxScaleClampA | 2.8 | |||
PaintMaxScaleClampB | 2.8 | |||
PaintMiddleDistance | 37.0 | |||
PaintMiddleRadius | 17.7 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 21.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 20.0 | 0 | 36 |
PaintScaleOriginal | True | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 2 | 6 | 120 |
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 |
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 |
InkMagazineRatio | 1.0 | |||
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) | 8.0 | 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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 18.0 | 0 | 36 |
PaintScaleOriginal | False | |||
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 | 12.5 | 0 | 30 |
SplashSplitNum | Number of droplet splits (Z) | 6 | 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 |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) | 0 | 0 | 90 |
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 |
PaintMaxScaleClampA | 2.8 | |||
PaintMaxScaleClampB | 2.8 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 19.7 | 0 | 36 |
PaintScaleOriginal | True | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 2 | 6 | 120 |
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 |
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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 5.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 22.0 | 0 | 36 |
PaintScaleOriginal | False | |||
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 |
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 |
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) | 12.0 | 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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 18.0 | 0 | 36 |
PaintScaleOriginal | False | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 3 | 6 | 120 |
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 |
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 | 27 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -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) | 11 | 1 | 45 |
InitVel | Initial Velocity Z (Unused for Splatlings) | 22.0 | 0 | 50 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.013 | 0 | 1 |
InkMagazineRatio | 1.0 | |||
InkRecoverStop | Ink recovery restart frame | 20 | 0 | 240 |
KnockBack | Knockback | 0.0 | 0 | 10 |
MoveSpeed | Movement speed while charging | 0.6 | 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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 19.7 | 0 | 36 |
PaintScaleOriginal | False | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 3 | 6 | 120 |
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 |
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 | 3.4 | 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 | 11.3511 | 0 | 89 |
DegRandom | Default degree of randomness | 4.34545 | 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) | 24.5 | 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 | 0.4 | 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 | 21.0 | 0 | 36 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 24.0 | 0 | 36 |
PaintScaleOriginal | False | |||
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) | 23.77 | 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 |
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 |
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 |
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) | 0.01 | 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) | 12.0 | 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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 18.0 | 0 | 36 |
PaintScaleOriginal | False | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
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 |
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 | 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 |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) | 0 | 0 | 90 |
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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 20.5 | 0 | 36 |
PaintScaleOriginal | False | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 3 | 6 | 120 |
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 |
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 |
InkMagazineRatio | 1.0 | |||
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 |
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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 18.0 | 0 | 36 |
PaintScaleOriginal | False | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 3 | 6 | 120 |
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 | 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 |
VariableShotFrame | Frame until shift type to continuous fire (0 for no shift) | 0 | 0 | 90 |
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 |
InkMagazineRatio | 1.0 | |||
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 |
PaintMaxScaleClampA | 2.8 | |||
PaintMaxScaleClampB | 2.8 | |||
PaintMiddleDistance | 37.5 | |||
PaintMiddleRadius | 21.3 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 20.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 24.0 | 0 | 36 |
PaintScaleOriginal | True | |||
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PostDelayFrm_Main | 攻撃後:硬直F | 2 | 6 | 120 |
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 |
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 |
InkMagazineRatio | 1.0 | |||
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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 21.0 | 0 | 36 |
PaintScaleOriginal | False | |||
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 |
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) | 6 | 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 |
PaintMaxScaleClampA | 2.4 | |||
PaintMaxScaleClampB | 2.4 | |||
PaintMiddleDistance | 0.0 | |||
PaintMiddleRadius | 0.0 | |||
PaintMinScaleClampA | 1.4 | |||
PaintMinScaleClampB | 1.2 | |||
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 19.5 | 0 | 36 |
PaintScaleOriginal | False | |||
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) | 12 | 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 .