Splatoon 2 Parameter - Splatling v3.0.0

Hydra Splatling Hydra Splatling


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

Mini Splatling Mini Splatling


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

Heavy Splatling Heavy Splatling


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

Nautilus 47 Nautilus 47


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

Ballpoint Splatling Ballpoint Splatling


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

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 .