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 |
ChargeKeepAnytime | Allow partial charge hold | False | False | True |
ColRadius | Field collision radius | 2.0 | 0 | 10 |
CoopDamageMax | Maximum damage (Salmon Run) | 350 | 0 | 2000 |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) | 500 | 0 | 2000 |
CoopDamageMin | Minimum damage (Salmon Run) | 250 | 0 | 2000 |
CoopInkConsume | Ink consumption (Salmon Run) | 0.35 | 0 | 1 |
CreateSplashLength | Splash movement distance | 235.0 | 0.1 | 160.0 |
CreateSplashNum | Number of splash occurrences | 1.0 | 0 | 16 |
DamageMax | Maximum damage | 280 | 0 | 2000 |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) | 350 | 0 | 2000 |
DamageMin | Minimum damage | 140 | 0 | 2000 |
DamageReduceEndFrame | Frame after shooting with minimum damage amount | 19 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -1 | 60 |
DegBias | Maximum bias | 0.3 | 0 | 1 |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) | 0.01 | 0 | 1 |
DegBiasKf | Bias transition (not used for Splatlings) | 0.02 | 0 | 1 |
DegBiasMin | Minimum bias (not used for Splatlings) | 0.1 | 0 | 1 |
DegJumpBias | Maximum Bias (Jumping) | 0.3 | 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 | 3.0 | 0 | 89 |
DrawRadius | Drawing size | 1.5 | 0 | 10 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 3 | 1 | 10 |
FirstPeriodMaxChargeFrame | First charge end frame | 120 | 1 | 600 |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge | 120 | 1 | 300 |
FirstShootingTermBulletNum | Number of bullets in first charge | 0 | 0 | 120 |
FirstShootingTermDamage | Maximum damage while in first charge | 0 | 0 | 2000 |
FirstShootingTermRepeatFrame | Fire frames while in first charge | 4 | 1 | 90 |
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) | 24.0 | 0 | 50 |
InitVelDegBias | Initial velocity direction bias | 0.4 | 0 | 1 |
InitVelDegNarrowEndFrame | Initial velocity shrink reduction end frame | 1 | 0 | 300 |
InitVelDegNarrowRate | Initial velocity blur final reduction rate | 1.0 | 0 | 1 |
InitVelDegNarrowStartFrame | Initial velocity shrink reduction start frame | 0 | 0 | 300 |
InitVelDegRandom | Maximum direction blur (in degree) | 2.0 | 0 | 20 |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge | 24.0 | 0 | 50 |
InitVelMinCharge | Minimum shoot velocity | 10.5 | 0 | 100 |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge | 24.0 | 0 | 50 |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge | 24.0 | 0 | 50 |
InitVelSpeedBias | Velocity breaking bias | 0.2 | 0 | 1 |
InitVelSpeedRateRandom | Maximum velocity blur rate | 0.14 | 0 | 1 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.35 | 0 | 1 |
InkRecoverStop | Ink recovery restart frame | 40 | 0 | 240 |
JumpGnd_Charge | Jump value when full charged | 0.6 | 0 | 1 |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) | -0.1 | -0.1 | 1 |
KnockBack | Knockback | 0.0 | 0 | 10 |
LastShootingTermRepeatFrame | Fire frames while in full charge | 4 | 1 | 90 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MoveSpeed | Movement speed while charging | 0.6 | 0 | 4 |
MoveSpeed_Charge | Move speed while charge | 0.4 | 0 | 4 |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) | 0.0 | 0 | 100 |
NearestSplashMaxScaleClamp | Closest splash occurance | 1.5 | 1 | 3 |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place | 1.2 | 1 | 3 |
PaintFarDistance | Distance painted distance | 250.0 | 0 | 1000 |
PaintFarRadius | Distance painted radius | 16.0 | 0 | 36 |
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 17.5 | 0 | 36 |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 19 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 14 | 0 | 120 |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) | 4 | 1 | 90 |
SecondPeriodMaxChargeFrame | Second charge end frame | 150 | 1 | 600 |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge | 240 | 1 | 300 |
SecondShootingTermBulletNum | Number of bullets in second charge | 0 | 0 | 120 |
SecondShootingTermDamage | Maximum damage while in second charge | 0 | 0 | 2000 |
SecondShootingTermRepeatFrame | Fire frames while in second charge | 4 | 1 | 90 |
SplashColRadius | Splash collision radius | 1.5 | 0 | 10 |
SplashDrawRadius | Splash drawing size | 3.0 | 0 | 10 |
SplashMaxScaleClamp | Other Splashes | 1.5 | 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 | 1.5 | 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 | 11.2 | 0 | 30 |
SplashSplitNum | Number of droplet splits (Z) | 8 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
StraightFrame | Number of rectilinear frames of a bullet | 8 | 0 | 16 |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) | 19.4 | 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 |
VelGnd_Bias_Charge | Deceleration curve | 0.9 | 0 | 1 |
VelGnd_DownRt_Charge | Deceleration delay | 0.05 | 0 | 1 |
WaitShootingFrame | Frames until launch | 0 | 0 | 180 |
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 |
ChargeKeepAnytime | Allow partial charge hold | False | False | True |
ColRadius | Field collision radius | 2.0 | 0 | 10 |
CoopDamageMax | Maximum damage (Salmon Run) | 350 | 0 | 2000 |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) | 350 | 0 | 2000 |
CoopDamageMin | Minimum damage (Salmon Run) | 250 | 0 | 2000 |
CoopInkConsume | Ink consumption (Salmon Run) | 0.15 | 0 | 1 |
CreateSplashLength | Splash movement distance | 100.0 | 0.1 | 160.0 |
CreateSplashNum | Number of splash occurrences | 1.6 | 0 | 16 |
DamageMax | Maximum damage | 320 | 0 | 2000 |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) | 320 | 0 | 2000 |
DamageMin | Minimum damage | 160 | 0 | 2000 |
DamageReduceEndFrame | Frame after shooting with minimum damage amount | 19 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -1 | 60 |
DegBias | Maximum bias | 0.3 | 0 | 1 |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) | 0.01 | 0 | 1 |
DegBiasKf | Bias transition (not used for Splatlings) | 0.02 | 0 | 1 |
DegBiasMin | Minimum bias (not used for Splatlings) | 0.1 | 0 | 1 |
DegJumpBias | Maximum Bias (Jumping) | 0.3 | 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 | 4.0 | 0 | 89 |
DrawRadius | Drawing size | 1.5 | 0 | 10 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 6 | 1 | 10 |
FirstPeriodMaxChargeFrame | First charge end frame | 20 | 1 | 600 |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge | 36 | 1 | 300 |
FirstShootingTermBulletNum | Number of bullets in first charge | 0 | 0 | 120 |
FirstShootingTermDamage | Maximum damage while in first charge | 0 | 0 | 2000 |
FirstShootingTermRepeatFrame | Fire frames while in first charge | 4 | 1 | 90 |
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) | 15.0 | 0 | 50 |
InitVelDegBias | Initial velocity direction bias | 0.4 | 0 | 1 |
InitVelDegNarrowEndFrame | Initial velocity shrink reduction end frame | 1 | 0 | 300 |
InitVelDegNarrowRate | Initial velocity blur final reduction rate | 1.0 | 0 | 1 |
InitVelDegNarrowStartFrame | Initial velocity shrink reduction start frame | 0 | 0 | 300 |
InitVelDegRandom | Maximum direction blur (in degree) | 1.2 | 0 | 20 |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge | 15.0 | 0 | 50 |
InitVelMinCharge | Minimum shoot velocity | 10.5 | 0 | 100 |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge | 15.0 | 0 | 50 |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge | 15.0 | 0 | 50 |
InitVelSpeedBias | Velocity breaking bias | 0.2 | 0 | 1 |
InitVelSpeedRateRandom | Maximum velocity blur rate | 0.1 | 0 | 1 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.15 | 0 | 1 |
InkRecoverStop | Ink recovery restart frame | 30 | 0 | 240 |
JumpGnd_Charge | Jump value when full charged | 0.9 | 0 | 1 |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) | -0.1 | -0.1 | 1 |
KnockBack | Knockback | 0.0 | 0 | 10 |
LastShootingTermRepeatFrame | Fire frames while in full charge | 4 | 1 | 90 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MoveSpeed | Movement speed while charging | 0.8 | 0 | 4 |
MoveSpeed_Charge | Move speed while charge | 0.7 | 0 | 4 |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) | 0.0 | 0 | 100 |
NearestSplashMaxScaleClamp | Closest splash occurance | 1.0 | 1 | 3 |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place | 1.2 | 1 | 3 |
PaintDepthScaleRate | 1.0 | |||
PaintFarDistance | Distance painted distance | 200.0 | 0 | 1000 |
PaintFarRadius | Distance painted radius | 18.0 | 0 | 36 |
PaintNearDistance | Front paint distance | 10.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 19.0 | 0 | 36 |
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 19 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 14 | 0 | 120 |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) | 4 | 1 | 90 |
SecondPeriodMaxChargeFrame | Second charge end frame | 30 | 1 | 600 |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge | 72 | 1 | 300 |
SecondShootingTermBulletNum | Number of bullets in second charge | 0 | 0 | 120 |
SecondShootingTermDamage | Maximum damage while in second charge | 0 | 0 | 2000 |
SecondShootingTermRepeatFrame | Fire frames while in second charge | 4 | 1 | 90 |
SplashColRadius | Splash collision radius | 1.5 | 0 | 10 |
SplashDrawRadius | Splash drawing size | 3.0 | 0 | 10 |
SplashMaxScaleClamp | Other Splashes | 1.0 | 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 | 12.6 | 0 | 30 |
SplashSplitNum | Number of droplet splits (Z) | 5 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
StraightFrame | Number of rectilinear frames of a bullet | 8 | 0 | 16 |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) | 11.05 | 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 |
VelGnd_Bias_Charge | Deceleration curve | 0.9 | 0 | 1 |
VelGnd_DownRt_Charge | Deceleration delay | 0.05 | 0 | 1 |
WaitShootingFrame | Frames until launch | 0 | 0 | 180 |
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 |
ChargeKeepAnytime | Allow partial charge hold | False | False | True |
ColRadius | Field collision radius | 2.0 | 0 | 10 |
CoopDamageMax | Maximum damage (Salmon Run) | 350 | 0 | 2000 |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) | 350 | 0 | 2000 |
CoopDamageMin | Minimum damage (Salmon Run) | 250 | 0 | 2000 |
CoopInkConsume | Ink consumption (Salmon Run) | 0.225 | 0 | 1 |
CreateSplashLength | Splash movement distance | 200.0 | 0.1 | 160.0 |
CreateSplashNum | Number of splash occurrences | 1.0 | 0 | 16 |
DamageMax | Maximum damage | 320 | 0 | 2000 |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) | 320 | 0 | 2000 |
DamageMin | Minimum damage | 160 | 0 | 2000 |
DamageReduceEndFrame | Frame after shooting with minimum damage amount | 19 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -1 | 60 |
DegBias | Maximum bias | 0.3 | 0 | 1 |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) | 0.01 | 0 | 1 |
DegBiasKf | Bias transition (not used for Splatlings) | 0.02 | 0 | 1 |
DegBiasMin | Minimum bias (not used for Splatlings) | 0.1 | 0 | 1 |
DegJumpBias | Maximum Bias (Jumping) | 0.3 | 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 | 7.0 | 0 | 89 |
DegRandom | Default degree of randomness | 3.5 | 0 | 89 |
DrawRadius | Drawing size | 1.5 | 0 | 10 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 4 | 1 | 10 |
FirstPeriodMaxChargeFrame | First charge end frame | 50 | 1 | 600 |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge | 72 | 1 | 300 |
FirstShootingTermBulletNum | Number of bullets in first charge | 0 | 0 | 120 |
FirstShootingTermDamage | Maximum damage while in first charge | 0 | 0 | 2000 |
FirstShootingTermRepeatFrame | Fire frames while in first charge | 4 | 1 | 90 |
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) | 21.0 | 0 | 50 |
InitVelDegBias | Initial velocity direction bias | 0.4 | 0 | 1 |
InitVelDegNarrowEndFrame | Initial velocity shrink reduction end frame | 1 | 0 | 300 |
InitVelDegNarrowRate | Initial velocity blur final reduction rate | 1.0 | 0 | 1 |
InitVelDegNarrowStartFrame | Initial velocity shrink reduction start frame | 0 | 0 | 300 |
InitVelDegRandom | Maximum direction blur (in degree) | 1.6 | 0 | 20 |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge | 21.0 | 0 | 50 |
InitVelMinCharge | Minimum shoot velocity | 10.5 | 0 | 100 |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge | 21.0 | 0 | 50 |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge | 21.0 | 0 | 50 |
InitVelSpeedBias | Velocity breaking bias | 0.2 | 0 | 1 |
InitVelSpeedRateRandom | Maximum velocity blur rate | 0.12 | 0 | 1 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.225 | 0 | 1 |
InkRecoverStop | Ink recovery restart frame | 40 | 0 | 240 |
JumpGnd_Charge | Jump value when full charged | 0.8 | 0 | 1 |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) | -0.1 | -0.1 | 1 |
KnockBack | Knockback | 0.0 | 0 | 10 |
LastShootingTermRepeatFrame | Fire frames while in full charge | 4 | 1 | 90 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MoveSpeed | Movement speed while charging | 0.66 | 0 | 4 |
MoveSpeed_Charge | Move speed while charge | 0.6 | 0 | 4 |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) | 0.0 | 0 | 100 |
NearestSplashMaxScaleClamp | Closest splash occurance | 1.6 | 1 | 3 |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place | 1.2 | 1 | 3 |
PaintFarDistance | Distance painted distance | 200.0 | 0 | 1000 |
PaintFarRadius | Distance painted radius | 17.0 | 0 | 36 |
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 18.0 | 0 | 36 |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 19 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 14 | 0 | 120 |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) | 4 | 1 | 90 |
SecondPeriodMaxChargeFrame | Second charge end frame | 75 | 1 | 600 |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge | 144 | 1 | 300 |
SecondShootingTermBulletNum | Number of bullets in second charge | 0 | 0 | 120 |
SecondShootingTermDamage | Maximum damage while in second charge | 0 | 0 | 2000 |
SecondShootingTermRepeatFrame | Fire frames while in second charge | 4 | 1 | 90 |
SplashColRadius | Splash collision radius | 1.5 | 0 | 10 |
SplashDrawRadius | Splash drawing size | 3.0 | 0 | 10 |
SplashMaxScaleClamp | Other Splashes | 1.6 | 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 | 1.6 | 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 | 12.6 | 0 | 30 |
SplashSplitNum | Number of droplet splits (Z) | 8 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
StraightFrame | Number of rectilinear frames of a bullet | 8 | 0 | 16 |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) | 15.105 | 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 |
VelGnd_Bias_Charge | Deceleration curve | 0.9 | 0 | 1 |
VelGnd_DownRt_Charge | Deceleration delay | 0.05 | 0 | 1 |
WaitShootingFrame | Frames until launch | 0 | 0 | 180 |
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 |
ChargeKeepAnytime | Allow partial charge hold | False | False | True |
ColRadius | Field collision radius | 2.0 | 0 | 10 |
CoopDamageMax | Maximum damage (Salmon Run) | 350 | 0 | 2000 |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) | 350 | 0 | 2000 |
CoopDamageMin | Minimum damage (Salmon Run) | 250 | 0 | 2000 |
CoopInkConsume | Ink consumption (Salmon Run) | 0.225 | 0 | 1 |
CreateSplashLength | Splash movement distance | 120.0 | 0.1 | 160.0 |
CreateSplashNum | Number of splash occurrences | 1.5 | 0 | 16 |
DamageMax | Maximum damage | 280 | 0 | 2000 |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) | 280 | 0 | 2000 |
DamageMin | Minimum damage | 140 | 0 | 2000 |
DamageReduceEndFrame | Frame after shooting with minimum damage amount | 19 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -1 | 60 |
DegBias | Maximum bias | 0.3 | 0 | 1 |
DegBiasDecrease | Bias reduction amount (every frame after exceeding the fire frame / not used for Splatlings) | 0.01 | 0 | 1 |
DegBiasKf | Bias transition (not used for Splatlings) | 0.02 | 0 | 1 |
DegBiasMin | Minimum bias (not used for Splatlings) | 0.1 | 0 | 1 |
DegJumpBias | Maximum Bias (Jumping) | 0.3 | 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 | 3.6 | 0 | 89 |
DegRandom | Default degree of randomness | 3.6 | 0 | 89 |
DrawRadius | Drawing size | 1.5 | 0 | 10 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 4 | 1 | 10 |
FirstPeriodMaxChargeFrame | First charge end frame | 40 | 1 | 600 |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge | 64 | 1 | 300 |
FirstShootingTermBulletNum | Number of bullets in first charge | 0 | 0 | 120 |
FirstShootingTermDamage | Maximum damage while in first charge | 0 | 0 | 2000 |
FirstShootingTermRepeatFrame | Fire frames while in first charge | 4 | 1 | 90 |
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 |
InitVelDegBias | Initial velocity direction bias | 0.4 | 0 | 1 |
InitVelDegNarrowEndFrame | Initial velocity shrink reduction end frame | 1 | 0 | 300 |
InitVelDegNarrowRate | Initial velocity blur final reduction rate | 1.0 | 0 | 1 |
InitVelDegNarrowStartFrame | Initial velocity shrink reduction start frame | 0 | 0 | 300 |
InitVelDegRandom | Maximum direction blur (in degree) | 1.3 | 0 | 20 |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge | 19.0 | 0 | 50 |
InitVelMinCharge | Minimum shoot velocity | 10.5 | 0 | 100 |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge | 19.0 | 0 | 50 |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge | 19.0 | 0 | 50 |
InitVelSpeedBias | Velocity breaking bias | 0.2 | 0 | 1 |
InitVelSpeedRateRandom | Maximum velocity blur rate | 0.11 | 0 | 1 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.18 | 0 | 1 |
InkRecoverStop | Ink recovery restart frame | 40 | 0 | 240 |
JumpGnd_Charge | Jump value when full charged | 0.8 | 0 | 1 |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) | -0.1 | -0.1 | 1 |
KnockBack | Knockback | 0.0 | 0 | 10 |
LastShootingTermRepeatFrame | Fire frames while in full charge | 4 | 1 | 90 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MoveSpeed | Movement speed while charging | 0.7 | 0 | 4 |
MoveSpeed_Charge | Move speed while charge | 0.5 | 0 | 4 |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) | 0.0 | 0 | 100 |
NearestSplashMaxScaleClamp | Closest splash occurance | 1.4 | 1 | 3 |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place | 1.2 | 1 | 3 |
PaintFarDistance | Distance painted distance | 200.0 | 0 | 1000 |
PaintFarRadius | Distance painted radius | 17.0 | 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 |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 15 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 10 | 0 | 120 |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) | 4 | 1 | 90 |
SecondPeriodMaxChargeFrame | Second charge end frame | 60 | 1 | 600 |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge | 128 | 1 | 300 |
SecondShootingTermBulletNum | Number of bullets in second charge | 0 | 0 | 120 |
SecondShootingTermDamage | Maximum damage while in second charge | 0 | 0 | 2000 |
SecondShootingTermRepeatFrame | Fire frames while in second charge | 4 | 1 | 90 |
SplashColRadius | Splash collision radius | 1.5 | 0 | 10 |
SplashDrawRadius | Splash drawing size | 3.0 | 0 | 10 |
SplashMaxScaleClamp | Other Splashes | 1.4 | 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 | 1.4 | 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 | 12.6 | 0 | 30 |
SplashSplitNum | Number of droplet splits (Z) | 8 | 1 | 4 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 150 | 0 | 300 |
StraightFrame | Number of rectilinear frames of a bullet | 7 | 0 | 16 |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) | 18.215 | 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 |
VelGnd_Bias_Charge | Deceleration curve | 0.9 | 0 | 1 |
VelGnd_DownRt_Charge | Deceleration delay | 0.05 | 0 | 1 |
WaitShootingFrame | Frames until launch | 0 | 0 | 180 |
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 |
ChargeKeepAnytime | Allow partial charge hold | False | False | True |
ColRadius | Field collision radius | 2.0 | 0 | 10 |
CoopDamageMax | Maximum damage (Salmon Run) | 350 | 0 | 2000 |
CoopDamageMaxMaxCharge | Maximum damage full charge (salmon run) | 350 | 0 | 2000 |
CoopDamageMin | Minimum damage (Salmon Run) | 250 | 0 | 2000 |
CoopInkConsume | Ink consumption (Salmon Run) | 0.225 | 0 | 1 |
CreateSplashLength | Splash movement distance | 150.0 | 0.1 | 160.0 |
CreateSplashNum | Number of splash occurrences | 1.5 | 0 | 16 |
DamageMax | Maximum damage | 300 | 0 | 2000 |
DamageMaxMaxCharge | Maximum amount of damage (after full charge) | 300 | 0 | 2000 |
DamageMin | Minimum damage | 150 | 0 | 2000 |
DamageReduceEndFrame | Frame after shooting with minimum damage amount | 19 | 1 | 600 |
DamageReduceStartFrame | Frame after launch (-1 is the same as guide cursor) | 11 | -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) | 0.1 | 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 | 7.0 | 0 | 89 |
DrawRadius | Drawing size | 1.5 | 0 | 10 |
EmptyChargeTimes | Charge rate multiplier when out of ink (Y) | 4 | 1 | 10 |
FirstPeriodMaxChargeFrame | First charge end frame | 60 | 1 | 600 |
FirstPeriodMaxChargeShootingFrame | Shoot duration in frames after charging first charge | 96 | 1 | 300 |
FirstShootingTermBulletNum | Number of bullets in first charge | 10 | 0 | 120 |
FirstShootingTermDamage | Maximum damage while in first charge | 300 | 0 | 2000 |
FirstShootingTermRepeatFrame | Fire frames while in first charge | 3 | 1 | 90 |
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) | 23.2 | 0 | 50 |
InitVelDegBias | Initial velocity direction bias | 0.5 | 0 | 1 |
InitVelDegNarrowEndFrame | Initial velocity shrink reduction end frame | 51 | 0 | 300 |
InitVelDegNarrowRate | Initial velocity blur final reduction rate | 0.08 | 0 | 1 |
InitVelDegNarrowStartFrame | Initial velocity shrink reduction start frame | 36 | 0 | 300 |
InitVelDegRandom | Maximum direction blur (in degree) | 3.0 | 0 | 20 |
InitVelFirstPeriodMaxCharge | Initial velocity at end of first charge | 9.405 | 0 | 50 |
InitVelMinCharge | Minimum shoot velocity | 9.405 | 0 | 100 |
InitVelSecondPeriodMaxCharge | Initial velocity at end of second charge | 23.2 | 0 | 50 |
InitVelSecondPeriodMinCharge | Initial velocity at end of first change and start of second charge | 23.2 | 0 | 50 |
InitVelSpeedBias | Velocity breaking bias | 0.2 | 0 | 1 |
InitVelSpeedRateRandom | Maximum velocity blur rate | 0.12 | 0 | 1 |
InkConsume | Ink consumption (maximum charge for splatlings) | 0.25 | 0 | 1 |
InkRecoverStop | Ink recovery restart frame | 40 | 0 | 240 |
JumpGnd_Charge | Jump value when full charged | 1.0 | 0 | 1 |
JumpGnd_Shooting | Jump value during charge (same as normal if negative) | -0.1 | -0.1 | 1 |
KnockBack | Knockback | 0.0 | 0 | 10 |
LastShootingTermRepeatFrame | Fire frames while in full charge | 6 | 1 | 90 |
MinChargeFrame | Minimum charge frame | 8 | 0 | 255 |
MoveSpeed | Movement speed while charging | 0.5 | 0 | 4 |
MoveSpeed_Charge | Move speed while charge | 0.96 | 0 | 4 |
NearestSplahSplitLength | Width of occurrence of droplets falling in the nearest place (same width as other droplets when 0) | 0.0 | 0 | 100 |
NearestSplashMaxScaleClamp | Closest splash occurance | 2.0 | 1 | 3 |
NearestSplashPaintRadiusTimes | Spray radius multiplicator occurring at the nearest place | 1.2 | 1 | 3 |
PaintFarDistance | Distance painted distance | 200.0 | 0 | 1000 |
PaintFarRadius | Distance painted radius | 18.0 | 0 | 36 |
PaintNearDistance | Front paint distance | 11.0 | 0 | 1000 |
PaintNearRadius | Previous filling radius | 19.0 | 0 | 36 |
PlayerColRadius | Player collision radius (same as field collision radius when negative) | -1.0 | -1 | 10 |
PreDelayFrm_KeepCharge | Charge keep: Delay frames before attack | 25 | 0 | 120 |
PreDelayFrm_KeepChargePre | Charge keep: Frames until laser appears | 20 | 0 | 120 |
RepeatFrame | Synchronize frames (see "Charging" at Splatling page) | 4 | 1 | 90 |
SecondPeriodMaxChargeFrame | Second charge end frame | 90 | 1 | 600 |
SecondPeriodMaxChargeShootingFrame | Shoot duration in frames after charging second charge | 192 | 1 | 300 |
SecondShootingTermBulletNum | Number of bullets in second charge | 0 | 0 | 120 |
SecondShootingTermDamage | Maximum damage while in second charge | 300 | 0 | 2000 |
SecondShootingTermRepeatFrame | Fire frames while in second charge | 6 | 1 | 90 |
SplashColRadius | Splash collision radius | 1.5 | 0 | 10 |
SplashDrawRadius | Splash drawing size | 3.0 | 0 | 10 |
SplashMaxScaleClamp | Other Splashes | 2.0 | 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 | 2.0 | 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 |
SquidChangeReduceWaitFullFrame | Full charge: Waiting frames until charge amount reduction | 0 | 0 | 300 |
StraightFrame | Number of rectilinear frames of a bullet | 8 | 0 | 16 |
StraightStateEndSpeed | Forced speed at end of straightforward frame (does no change when initial speed is smaller than this value) | 22.963 | 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 |
VelGnd_Bias_Charge | Deceleration curve | 0.9 | 0 | 1 |
VelGnd_DownRt_Charge | Deceleration delay | 0.05 | 0 | 1 |
WaitShootingFrame | Frames until launch | 0 | 0 | 180 |
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