Thanks, plus you got the speed hack wrong, lol I move extremely slow while in squid form. And I just realised when it's too late it's was player_spec_human_moveup
Also I want to know about the special depletion after respawning do I increase or decrease the numbers same goes for the defence up, ink recovery and ink saver main and sub..I know about the player spec stuff I just need to know if I should make the numbers bigger or smaller
Also I want to know about the special depletion after respawning do I increase or decrease the numbers same goes for the defence up, ink recovery and ink saver main and sub..I know about the player spec stuff I just need to know if I should make the numbers bigger or smaller
Step 6: Open the Parameter folder and edit whatever you like in notepad. The Weapons folder in the required files pack will tell you which weapon is which.
Step 7: Once you're done editing, go back to the SARCTools folder and open CMD again.
Step 8: Type "Pack.py Static" and wait for it to finish. It'll come out as a .sarc file, just rename it to .pack
Step 9: Add your modified Static.pack file to cafiine_root\00050000-10176900\vol\content\Pack
Step 10: Done! Run Cafiine as normal and your modified weapons will be in game.
Parameter Guide:
(Thanks to NWPlayer123)
mRepeatFrame - how many frames between each bullet. 1 frame = 60BPS (blobs per second)
mTripleShotSpan - balances out mRepeatFrame for L-3 and H-3 Nozzlenose. EG 4 frames and 8 span, shots at 0, 4, and 8.
mInitVel - pretty simple. Initial velocity for blobs.
mDegRandom - width of angle a blob can be shot from. 180 degrees means it can shoot anywhere from straight ahead to either side.
mDegJumpRandom - number of degrees a blob can go when jumping
mSplashSplitNum - how many ways a blob can split within mDeg(Jump)Random
mKnockback - also pretty simple, pushes you back with every blob fired
mInkConsume - amount of ink consumed per blob, out of 1.0
mInkRecoverStop - number of frames after you stop shooting until
mMoveSpeed - movement speed while "firing"(charging on chargers). Used for mobility purposes in shop stats.
mDamageMax - max damage dealt (when right next to an enemy)
mDamageMin - min damage dealt (when just barely reaching them)
mDamageMinFrame - Number of frames from when a blob is fired until the impact is at min damage.
mStraightFrame - Number of frames a blob goes straight before it starts falling to the ground.
mGuideCheckCollisionFrame - ???
mCreateSplashNum - When a bullet is shot it can drip down as it's flying to create splashes. In the case of the .96 Gal which is set at 4.0, you can clearly see 4 blob splats when you fire once.
mCreateSplashLength - The max distance a blob can go minus other factors (see: mInitVel)
mDrawRadius - Probably the draw radius for your weapon spray
mColRadius - Probably the collision radius for your weapon spray
mPaintNearDistance - distance ink can spray in front of you
mPaintFarDistance - distance ink can splash from where a blob/splat lands
mPaintNearRadius - degree ink can spray in front of you
mPaintFarRadius - degree ink can splash from where a blob/splat lands
mSplashDrawRadius - draw radius for blobs/splats
mSplashColRadius - collision radius for blobs/splats
mSplashPaintRadius - radius blobs/splats can paint from where they land - different from mPaintFarRadius ???
Player_Spec_SquidMove_Up // how fast your squid moves
Player_Spec_SubInk_Save // how much ink your sub weapon uses
Player_Spec_MainInk_Save // how much your main weapon uses
Player_Spec_InkRecovery_Up // how fast you gain your ink back while in squid form
Player_Spec_JumpTime_Save // how long your super jump takes
Player_Spec_SpecialTime_Up // how long your special ability lasts
Player_Spec_RespawnTime_Save // how long it takes to respawn
Player_Spec_SquidMove_Up // how fast your squid moves
Player_Spec_SubInk_Save // how much ink your sub weapon uses
Player_Spec_MainInk_Save // how much your main weapon uses
Player_Spec_InkRecovery_Up // how fast you gain your ink back while in squid form
Player_Spec_JumpTime_Save // how long your super jump takes
Player_Spec_SpecialTime_Up // how long your special ability lasts
Player_Spec_RespawnTime_Save // how long it takes to respawn
The PlayStation 5 scene has received a massive breakthrough with the public release of Relapse, a new exploit chain developed by Nathan Fargo in collaboration with...
The 2007 Nintendo Wii classic Super Mario Galaxy has reportedly been 100% decompiled by the SMGCommunity under the project codename Petari, and now a standalone PC...
It's that time again. Prepare your Switch updates! Or prepare to forgive your sister's nephew's dog for updating your Switch a few weeks ago. Atmosphere v1.12.0 has...
Are you tired of waiting for Nintendo to release a definitive version of their GameCube classic on a console that's sold more than four units? Then step right up! A...
You'd have to be living under a rock to have not noticed the recent boom in static recompilation and decompilation projects - it seems like every day, multiple...
The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action...
Well that didn't take long. Right on the heels of the latest Atmosphere update, Nintendo fire back with a firmware update of their own. Bumping both the Switch and...
Two native Switch homebrew ports of The Legend of Zelda: The Wind Waker have turned up, and GBAtemp member @forgotten-865 has gathered both into one thread...
A court has ordered Reddit r/SwitchPirates moderator James Williams (of ArchBox fame) must pay Nintendo $4.5 million in a default judgment for copyright infringement...
After adding support for Pokemon Crystal last month, the gen1recomp team are back again with the first third generation entries. Arriving amidst recent updates, both...
You'd have to be living under a rock to have not noticed the recent boom in static recompilation and decompilation projects - it seems like every day, multiple...
PlayStation 6's RAM and storage alone will cost Sony over $680 USD per console according to KeplerL2 (an industry insider with a good track record). Of course this is...
According to Bill van Zyll, Vice President & General Manager at Nintendo Latin America, he says the company has no plans to end production of physical games...
Are you tired of waiting for Nintendo to release a definitive version of their GameCube classic on a console that's sold more than four units? Then step right up! A...
According to Fortune, internal projections at Microsoft place the RRP of Microsoft's upcoming Project Helix somewhere between $1200-1800 USD when it releases in the...
The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action...
Ken Kutaragi, the engineer behind the original PlayStation and known as the "Father of PlayStation", says he understands why some are frustrated with Sony's decision...
It's been a long road to get here; but Grand Theft Auto VI is just one month away - releasing November 19th. The launch trailer dropped earlier this week; but with...
The PlayStation 5 scene has received a massive breakthrough with the public release of Relapse, a new exploit chain developed by Nathan Fargo in collaboration with...
Electronic Arts has announced it is shutting down BioWare, who were founded in 1995 and bought by EA in 2007 as part of a wave of layoffs and project cuts. They are...