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rename lib -> utils
This commit is contained in:
201
utils/data/abilityData.json
Normal file
201
utils/data/abilityData.json
Normal file
@@ -0,0 +1,201 @@
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{
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"Bomb Defense Up DX": {
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"BurstDamageRt_Main_High": 1.0,
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"BurstDamageRt_Main_Low": 1.0,
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"BurstDamageRt_Main_Mid": 1.0,
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"BurstDamageRt_Special_High": 0.65,
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"BurstDamageRt_Special_Low": 1.0,
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"BurstDamageRt_Special_Mid": 0.825,
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"BurstDamageRt_SubH_High": 0.5,
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"BurstDamageRt_SubH_Low": 1.0,
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"BurstDamageRt_SubH_Mid": 0.75,
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"BurstDamageRt_SubL_High": 0.6,
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"BurstDamageRt_SubL_Low": 1.0,
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"BurstDamageRt_SubL_Mid": 0.8,
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"MarkingTime_ShortRt_High": 0.1,
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"MarkingTime_ShortRt_Low": 1.0,
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"MarkingTime_ShortRt_Mid": 0.43,
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"MarkingTime_ShortRt_Thermal_High": 1.0,
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"MarkingTime_ShortRt_Thermal_Low": 1.0,
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"MarkingTime_ShortRt_Thermal_Mid": 1.0,
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"MarkingTime_ShortRt_Trap_High": 0.1,
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"MarkingTime_ShortRt_Trap_Low": 1.0,
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"MarkingTime_ShortRt_Trap_Mid": 0.55
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},
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"Sub Power Up": {
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"BombThrow_VelZ_BombPiyo_High": 18.4,
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"BombThrow_VelZ_BombPiyo_Low": 13.6,
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"BombThrow_VelZ_BombPiyo_Mid": 16.0,
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"BombThrow_VelZ_BombTako_High": 18.4,
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"BombThrow_VelZ_BombTako_Low": 13.6,
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"BombThrow_VelZ_BombTako_Mid": 16.0,
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"BombThrow_VelZ_High": 16.8,
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"BombThrow_VelZ_Low": 11.2,
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"BombThrow_VelZ_Mid": 14.0,
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"BombThrow_VelZ_PointSensor_High": 18.7,
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"BombThrow_VelZ_PointSensor_Low": 13.8,
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"BombThrow_VelZ_PointSensor_Mid": 16.4,
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"SubRt_Effect_High": 0.0,
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"SubRt_Effect_Low": 0.0,
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"SubRt_Effect_Mid": 0.0
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},
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"Run Speed Up": {
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"MoveVelRt_Human_ShotA_High": 1.2,
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"MoveVelRt_Human_ShotA_Low": 1.0,
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"MoveVelRt_Human_ShotA_Mid": 1.1,
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"MoveVelRt_Human_ShotB_High": 1.25,
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"MoveVelRt_Human_ShotB_Low": 1.0,
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"MoveVelRt_Human_ShotB_Mid": 1.125,
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"MoveVelRt_Human_ShotC_High": 1.3,
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"MoveVelRt_Human_ShotC_Low": 1.0,
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"MoveVelRt_Human_ShotC_Mid": 1.15,
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"MoveVelRt_Human_ShotD_High": 1.35,
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"MoveVelRt_Human_ShotD_Low": 1.0,
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"MoveVelRt_Human_ShotD_Mid": 1.175,
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"MoveVelRt_Human_ShotE_High": 1.4,
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"MoveVelRt_Human_ShotE_Low": 1.0,
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"MoveVelRt_Human_ShotE_Mid": 1.2,
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"MoveVel_Human_BigWeapon_High": 1.44,
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"MoveVel_Human_BigWeapon_Low": 0.88,
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"MoveVel_Human_BigWeapon_Mid": 1.16,
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"MoveVel_Human_High": 1.44,
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"MoveVel_Human_Low": 0.96,
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"MoveVel_Human_Mid": 1.2,
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"MoveVel_Human_ShortWeapon_High": 1.44,
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"MoveVel_Human_ShortWeapon_Low": 1.04,
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"MoveVel_Human_ShortWeapon_Mid": 1.24
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},
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"Ink Recovery Up": {
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"RecoverFullFrm_Ink_High": 117.0,
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"RecoverFullFrm_Ink_Low": 180.0,
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"RecoverFullFrm_Ink_Mid": 148.5,
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"RecoverNrmlFrm_Ink_High": 220.0,
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"RecoverNrmlFrm_Ink_Low": 600.0,
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"RecoverNrmlFrm_Ink_Mid": 410.0
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},
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"Quick Super Jump": {
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"DokanWarp_MoveFrm_High": 96.6,
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"DokanWarp_MoveFrm_Low": 138.0,
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"DokanWarp_MoveFrm_Mid": 132.3,
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"DokanWarp_TameFrm_High": 20.0,
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"DokanWarp_TameFrm_Low": 80.0,
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"DokanWarp_TameFrm_Mid": 35.0
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},
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"Ink Saver (Main)": {
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"ConsumeRt_Main_High": 0.55,
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"ConsumeRt_Main_High_High": 0.5,
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"ConsumeRt_Main_High_Low": 1.0,
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"ConsumeRt_Main_High_Mid": 0.7,
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"ConsumeRt_Main_Low": 1.0,
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"ConsumeRt_Main_Low_High": 0.6,
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"ConsumeRt_Main_Low_Low": 1.0,
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"ConsumeRt_Main_Low_Mid": 0.8,
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"ConsumeRt_Main_Mid": 0.775
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},
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"Main Power Up": {
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"MarkingTime_ShortRt_High": 0.1,
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"MarkingTime_ShortRt_Low": 1.0,
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"MarkingTime_ShortRt_Mid": 0.55,
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"MarkingTime_ShortRt_Thermal_High": 1.0,
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"MarkingTime_ShortRt_Thermal_Low": 1.0,
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"MarkingTime_ShortRt_Thermal_Mid": 1.0,
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"MarkingTime_ShortRt_Trap_High": 0.1,
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"MarkingTime_ShortRt_Trap_Low": 1.0,
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"MarkingTime_ShortRt_Trap_Mid": 0.55,
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"Silhouette_DistFar_High": 290.0,
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"Silhouette_DistFar_Low": 170.0,
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"Silhouette_DistFar_Mid": 230.0,
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"Silhouette_DistNear_High": 250.0,
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"Silhouette_DistNear_Low": 130.0,
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"Silhouette_DistNear_Mid": 190.0
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},
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"Ink Resistance Up": {
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"OpInk_Armor_HP_High": 39.0,
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"OpInk_Armor_HP_Low": 0.0,
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"OpInk_Armor_HP_Mid": 26.0,
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"OpInk_Damage_High": 0.0015,
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"OpInk_Damage_Lmt_High": 0.2,
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"OpInk_Damage_Lmt_Low": 0.4,
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"OpInk_Damage_Lmt_Mid": 0.3,
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"OpInk_Damage_Low": 0.003,
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"OpInk_Damage_Mid": 0.00225,
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"OpInk_JumpGnd_High": 1.1,
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"OpInk_JumpGnd_Mid": 0.98,
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"OpInk_JumpGnd_Msn_High": 1.05,
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"OpInk_JumpGnd_Msn_Low": 0.6,
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"OpInk_JumpGnd_Msn_Mid": 0.825,
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"OpInk_VelGnd_High": 0.768,
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"OpInk_VelGnd_Low": 0.24,
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"OpInk_VelGnd_Mid": 0.5568,
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"OpInk_VelGnd_ShotK_High": 1.0,
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"OpInk_VelGnd_ShotK_Low": 0.5,
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"OpInk_VelGnd_ShotK_Mid": 0.75,
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"OpInk_VelGnd_Shot_High": 0.42,
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"OpInk_VelGnd_Shot_Low": 0.12,
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"OpInk_VelGnd_Shot_Mid": 0.33,
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"mAreaParamsL": 0.8
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},
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"Special Saver": {
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"SpecialRt_Restart_High": 1.0,
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"SpecialRt_Restart_Low": 0.5,
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"SpecialRt_Restart_Mid": 0.8,
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"SpecialRt_Restart_SuperLanding_High": 1.25,
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"SpecialRt_Restart_SuperLanding_Low": 0.75,
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"SpecialRt_Restart_SuperLanding_Mid": 1.05
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},
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"Quick Respawn": {
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"Dying_AroudFrm_High": 30.0,
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"Dying_AroudFrm_Low": 90.0,
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"Dying_AroudFrm_Mid": 60.0,
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"Dying_ChaseFrm_High": 90.0,
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"Dying_ChaseFrm_Low": 270.0,
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"Dying_ChaseFrm_Mid": 180.0
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},
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"Special Charge Up": {
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"SpecialRt_Charge_High": 1.3,
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"SpecialRt_Charge_Low": 1.0,
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"SpecialRt_Charge_Mid": 1.15
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},
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"Special Power Up": {
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"SpecialRt_Keep_High": 1.4,
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"SpecialRt_Keep_Long_High": 1.6,
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"SpecialRt_Keep_Long_Low": 1.0,
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"SpecialRt_Keep_Long_Mid": 1.3,
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"SpecialRt_Keep_Low": 1.0,
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"SpecialRt_Keep_Mid": 1.2,
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"SpecialRt_Keep_NoShot_High": 0.0,
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"SpecialRt_Keep_NoShot_Low": 1.0,
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"SpecialRt_Keep_NoShot_Mid": 0.5
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},
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"Swim Speed Up": {
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"MoveVel_Stealth_BigWeapon_High": 2.4,
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"MoveVel_Stealth_BigWeapon_Low": 1.728,
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"MoveVel_Stealth_BigWeapon_Mid": 2.16,
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"MoveVel_Stealth_High": 2.4,
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"MoveVel_Stealth_Low": 1.92,
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"MoveVel_Stealth_Mid": 2.16,
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"MoveVel_Stealth_ShortWeapon_High": 2.4,
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"MoveVel_Stealth_ShortWeapon_Low": 2.016,
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"MoveVel_Stealth_ShortWeapon_Mid": 2.208
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},
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"Ink Saver (Sub)": {
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"ConsumeRt_Sub_A_High": 0.8,
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"ConsumeRt_Sub_A_Low": 1.0,
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"ConsumeRt_Sub_A_Mid": 0.9,
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"ConsumeRt_Sub_B_High": 0.7,
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"ConsumeRt_Sub_B_Low": 1.0,
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"ConsumeRt_Sub_B_Mid": 0.85,
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"ConsumeRt_Sub_C_High": 0.65,
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"ConsumeRt_Sub_C_Low": 1.0,
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"ConsumeRt_Sub_C_Mid": 0.825,
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"ConsumeRt_Sub_D_High": 0.6,
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"ConsumeRt_Sub_D_Low": 1.0,
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"ConsumeRt_Sub_D_Mid": 0.8,
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"ConsumeRt_Sub_E_High": 0.5,
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"ConsumeRt_Sub_E_Low": 1.0,
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"ConsumeRt_Sub_E_Mid": 0.75,
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"ConsumeRt_Sub_F_High": 1.0,
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"ConsumeRt_Sub_F_Low": 1.0,
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"ConsumeRt_Sub_F_Mid": 1.0
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}
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}
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806
utils/data/englishToInternal.json
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806
utils/data/englishToInternal.json
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@@ -0,0 +1,806 @@
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{
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"Grizzco Charger": "Charger_CoopSpark",
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"Goo Tuber": "Charger_Keeper_00",
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"Custom Goo Tuber": "Charger_Keeper_01",
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"Bamboozler 14 Mk I": "Charger_Light_00",
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"Bamboozler 14 Mk II": "Charger_Light_01",
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"Bamboozler 14 Mk III": "Charger_Light_02",
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"E-liter 4K Scope": "Charger_LongScope_00",
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"Custom E-liter 4K Scope": "Charger_LongScope_01",
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"E-liter 4K": "Charger_Long_00",
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"Custom E-liter 4K": "Charger_Long_01",
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"Hero Charger": "Charger_MissionNormalLv1",
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"Splatterscope": "Charger_NormalScope_00",
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"Firefin Splatterscope": "Charger_NormalScope_01",
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"Kensa Splatterscope": "Charger_NormalScope_02",
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"Splat Charger": "Charger_Normal_00",
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"Firefin Splat Charger": "Charger_Normal_01",
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"Kensa Charger": "Charger_Normal_02",
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"Hero Charger Replica": "Charger_Normal_H",
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"Classic Squiffer": "Charger_Quick_00",
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"New Squiffer": "Charger_Quick_01",
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"Fresh Squiffer": "Charger_Quick_02",
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"School Uniform": "Clt_AMB000",
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"Samurai Jacket": "Clt_AMB001",
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"Power Armor": "Clt_AMB002",
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"School Cardigan": "Clt_AMB003",
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"Squinja Suit": "Clt_AMB004",
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"Power Armor Mk I": "Clt_AMB005",
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"Pearlescent Hoodie": "Clt_AMB006",
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"Marinated Top": "Clt_AMB007",
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"Enchanted Robe": "Clt_AMB008",
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"Steel Platemail": "Clt_AMB009",
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"Fresh Fish Gloves": "Clt_AMB010",
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"Squiddor Polo": "Clt_COP100",
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"Anchor Life Vest": "Clt_COP101",
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"Juice Parka": "Clt_COP102",
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"Garden Gear": "Clt_COP103",
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"Crustwear XXL": "Clt_COP104",
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"North-Country Parka": "Clt_COP105",
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"Octoleet Armor": "Clt_COP106",
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"Record Shop Look EP": "Clt_COP107",
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"Dev Uniform": "Clt_COP108",
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"Office Attire": "Clt_COP109",
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"SRL Coat": "Clt_COP110",
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"Mecha Body - AKM": "Clt_CRC000",
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"Basic Tee": "Clt_FST001",
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"Fresh Octo Tee": "Clt_FST002",
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"Splatfest Tee": "Clt_HAP001",
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"Olive Ski Jacket": "Clt_JKT000",
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"Takoroka Nylon Vintage": "Clt_JKT001",
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"Berry Ski Jacket": "Clt_JKT002",
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"Varsity Jacket": "Clt_JKT003",
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"School Jersey": "Clt_JKT004",
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"Green Cardigan": "Clt_JKT005",
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"Black Inky Rider": "Clt_JKT006",
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"White Inky Rider": "Clt_JKT007",
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"Retro Gamer Jersey": "Clt_JKT008",
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"Orange Cardigan": "Clt_JKT009",
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"Forge Inkling Parka": "Clt_JKT010",
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"Forge Octarian Jacket": "Clt_JKT011",
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"Blue Sailor Suit": "Clt_JKT012",
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"White Sailor Suit": "Clt_JKT013",
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"Squid Satin Jacket": "Clt_JKT014",
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"Zapfish Satin Jacket": "Clt_JKT015",
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"Krak-On 528": "Clt_JKT016",
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"Chilly Mountain Coat": "Clt_JKT017",
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"Takoroka Windcrusher": "Clt_JKT018",
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"Matcha Down Jacket": "Clt_JKT019",
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"FA-01 Jacket": "Clt_JKT020",
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"FA-01 Reversed": "Clt_JKT021",
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"Pullover Coat": "Clt_JKT022",
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"Kensa Coat": "Clt_JKT023",
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"Birded Corduroy Jacket": "Clt_JKT024",
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"Deep-Octo Satin Jacket": "Clt_JKT025",
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"Zekko Redleaf Coat": "Clt_JKT026",
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"Eggplant Mountain Coat": "Clt_JKT027",
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"Zekko Jade Coat": "Clt_JKT028",
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"Light Bomber Jacket": "Clt_JKT029",
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"Brown FA-11 Bomber": "Clt_JKT030",
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"Gray FA-11 Bomber": "Clt_JKT031",
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"Milky Eminence Jacket": "Clt_JKT032",
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"Navy Eminence Jacket": "Clt_JKT033",
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"Tumeric Zekko Coat": "Clt_JKT034",
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"Custom Painted F-3": "Clt_JKT035",
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"Dark Bomber Jacket": "Clt_JKT036",
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||||
"Moist Ghillie Suit": "Clt_JKT037",
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||||
"White Leather F-3": "Clt_JKT038",
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||||
"Chili-Pepper Ski Jacket": "Clt_JKT039",
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||||
"Whale-Knit Sweater": "Clt_JKT040",
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||||
"Rockin' Leather Jacket": "Clt_JKT041",
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||||
"Kung-Fu Zip-Up": "Clt_JKT042",
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||||
"Panda Kung-Fu Zip-Up": "Clt_JKT043",
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||||
"Sennyu Suit": "Clt_JKT044",
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||||
"Hero Jacket Replica": "Clt_MSN000",
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||||
"Armor Jacket Replica": "Clt_MSN004",
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||||
"Hero Hoodie Replica": "Clt_MSN101",
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||||
"Neo Octoling Armor": "Clt_MSN104",
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||||
"Null Armor Replica": "Clt_MSN105",
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||||
"Old-Timey Clothes": "Clt_MSN106",
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"Shrimp-Pink Polo": "Clt_PLO000",
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"Striped Rugby": "Clt_PLO001",
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||||
"Tricolor Rugby": "Clt_PLO002",
|
||||
"Sage Polo": "Clt_PLO003",
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||||
"Black Polo": "Clt_PLO004",
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||||
"Cycling Shirt": "Clt_PLO005",
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||||
"Cycle King Jersey": "Clt_PLO006",
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"Slipstream United": "Clt_PLO007",
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"FC Albacore": "Clt_PLO008",
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"Camo Zip Hoodie": "Clt_PRK000",
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||||
"Green Zip Hoodie": "Clt_PRK001",
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||||
"Zekko Hoodie": "Clt_PRK002",
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||||
"Shirt with Blue Hoodie": "Clt_PRK004",
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||||
"Grape Hoodie": "Clt_PRK005",
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||||
"Gray Hoodie": "Clt_PRK006",
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||||
"Hothouse Hoodie": "Clt_PRK007",
|
||||
"Pink Hoodie": "Clt_PRK008",
|
||||
"Olive Zekko Parka": "Clt_PRK009",
|
||||
"Black Hoodie": "Clt_PRK010",
|
||||
"Octo Support Hoodie": "Clt_PRK011",
|
||||
"Octoling Armor": "Clt_RVL000",
|
||||
"Lumberjack Shirt": "Clt_SHT000",
|
||||
"Rodeo Shirt": "Clt_SHT001",
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||||
"Green-Check Shirt": "Clt_SHT002",
|
||||
"White Shirt": "Clt_SHT003",
|
||||
"Urchins Jersey": "Clt_SHT004",
|
||||
"Aloha Shirt": "Clt_SHT005",
|
||||
"Red-Check Shirt": "Clt_SHT006",
|
||||
"Baby-Jelly Shirt": "Clt_SHT007",
|
||||
"Baseball Jersey": "Clt_SHT008",
|
||||
"Gray Mixed Shirt": "Clt_SHT009",
|
||||
"Vintage Check Shirt": "Clt_SHT010",
|
||||
"Round-Collar Shirt": "Clt_SHT011",
|
||||
"Logo Aloha Shirt": "Clt_SHT012",
|
||||
"Striped Shirt": "Clt_SHT013",
|
||||
"Linen Shirt": "Clt_SHT014",
|
||||
"Shirt & Tie": "Clt_SHT015",
|
||||
"Hula Punk Shirt": "Clt_SHT017",
|
||||
"Octobowler Shirt": "Clt_SHT018",
|
||||
"Inkfall Shirt": "Clt_SHT019",
|
||||
"Crimson Parashooter": "Clt_SHT020",
|
||||
"Baby-Jelly Shirt & Tie": "Clt_SHT021",
|
||||
"Prune Parashooter": "Clt_SHT022",
|
||||
"Red Hula Punk with Tie": "Clt_SHT023",
|
||||
"Chili Octo Aloha": "Clt_SHT024",
|
||||
"Annaki Flannel Hoodie": "Clt_SHT025",
|
||||
"Ink-Wash Shirt": "Clt_SHT026",
|
||||
"Dots-On-Dots Shirt": "Clt_SHT027",
|
||||
"Toni K. Baseball Jersey": "Clt_SHT028",
|
||||
"Online Jersey": "Clt_SHT029",
|
||||
"Gray College Sweat": "Clt_SWT000",
|
||||
"Squidmark Sweat": "Clt_SWT001",
|
||||
"Retro Sweat": "Clt_SWT002",
|
||||
"Firefin Navy Sweat": "Clt_SWT003",
|
||||
"Navy College Sweat": "Clt_SWT004",
|
||||
"Reel Sweat": "Clt_SWT005",
|
||||
"Anchor Sweat": "Clt_SWT006",
|
||||
"Negative Longcuff Sweater": "Clt_SWT007",
|
||||
"Short Knit Layers": "Clt_SWT008",
|
||||
"Positive Longcuff Sweater": "Clt_SWT009",
|
||||
"Annaki Blue Cuff": "Clt_SWT010",
|
||||
"Annaki Yellow Cuff": "Clt_SWT011",
|
||||
"Annaki Red Cuff": "Clt_SWT012",
|
||||
"N-Pacer Sweat": "Clt_SWT013",
|
||||
"Octarian Retro": "Clt_SWT014",
|
||||
"Takoroka Jersey": "Clt_SWT015",
|
||||
"White Striped LS": "Clt_TEL000",
|
||||
"Black LS": "Clt_TEL001",
|
||||
"Purple Camo LS": "Clt_TEL002",
|
||||
"Navy Striped LS": "Clt_TEL003",
|
||||
"Zekko Baseball LS": "Clt_TEL004",
|
||||
"Varsity Baseball LS": "Clt_TEL005",
|
||||
"Black Baseball LS": "Clt_TEL006",
|
||||
"White Baseball LS": "Clt_TEL007",
|
||||
"White LS": "Clt_TEL008",
|
||||
"Green Striped LS": "Clt_TEL009",
|
||||
"Squidmark LS": "Clt_TEL010",
|
||||
"Zink LS": "Clt_TEL011",
|
||||
"Striped Peaks LS": "Clt_TEL012",
|
||||
"Pink Easy-Stripe Shirt": "Clt_TEL013",
|
||||
"Inkopolis Squaps Jersey": "Clt_TEL014",
|
||||
"Annaki Drive Tee": "Clt_TEL015",
|
||||
"Lime Easy-Stripe Shirt": "Clt_TEL016",
|
||||
"Annaki Evolution Tee": "Clt_TEL017",
|
||||
"Zekko Long Carrot Tee": "Clt_TEL018",
|
||||
"Zekko Long Radish Tee": "Clt_TEL019",
|
||||
"Black Cuttlegear LS": "Clt_TEL020",
|
||||
"Takoroka Crazy Baseball LS": "Clt_TEL021",
|
||||
"Red Cuttlegear LS": "Clt_TEL022",
|
||||
"Khaki 16-Bit FishFry": "Clt_TEL023",
|
||||
"Blue 16-Bit FishFry": "Clt_TEL024",
|
||||
"White Tee": "Clt_TES000",
|
||||
"Black Squideye": "Clt_TES001",
|
||||
"Sky-Blue Squideye": "Clt_TES003",
|
||||
"Rockenberg White": "Clt_TES004",
|
||||
"Rockenberg Black": "Clt_TES005",
|
||||
"Black Tee": "Clt_TES006",
|
||||
"Sunny-Day Tee": "Clt_TES007",
|
||||
"Rainy-Day Tee": "Clt_TES008",
|
||||
"Reggae Tee": "Clt_TES009",
|
||||
"Fugu Tee": "Clt_TES010",
|
||||
"Mint Tee": "Clt_TES011",
|
||||
"Grape Tee": "Clt_TES012",
|
||||
"Red Vector Tee": "Clt_TES013",
|
||||
"Gray Vector Tee": "Clt_TES014",
|
||||
"Blue Peaks Tee": "Clt_TES015",
|
||||
"Ivory Peaks Tee": "Clt_TES016",
|
||||
"Squid-Stitch Tee": "Clt_TES017",
|
||||
"Pirate-Stripe Tee": "Clt_TES018",
|
||||
"Sailor-Stripe Tee": "Clt_TES019",
|
||||
"White 8-Bit FishFry": "Clt_TES020",
|
||||
"Black 8-Bit FishFry": "Clt_TES021",
|
||||
"White Anchor Tee": "Clt_TES022",
|
||||
"Black Anchor Tee": "Clt_TES023",
|
||||
"Carnivore Tee": "Clt_TES026",
|
||||
"Pearl Tee": "Clt_TES027",
|
||||
"Octo Tee": "Clt_TES028",
|
||||
"Herbivore Tee": "Clt_TES029",
|
||||
"Black V-Neck Tee": "Clt_TES030",
|
||||
"White Deca Logo Tee": "Clt_TES031",
|
||||
"Half-Sleeve Sweater": "Clt_TES032",
|
||||
"King Jersey": "Clt_TES033",
|
||||
"Gray 8-Bit FishFry": "Clt_TES034",
|
||||
"White V-Neck Tee": "Clt_TES035",
|
||||
"White Urchin Rock Tee": "Clt_TES036",
|
||||
"Black Urchin Rock Tee": "Clt_TES037",
|
||||
"Wet Floor Band Tee": "Clt_TES038",
|
||||
"Squid Squad Band Tee": "Clt_TES039",
|
||||
"Navy Deca Logo Tee": "Clt_TES040",
|
||||
"Mister Shrug Tee": "Clt_TES041",
|
||||
"Chirpy Chips Band Tee": "Clt_TES042",
|
||||
"Hightide Era Band Tee": "Clt_TES043",
|
||||
"Red V-Neck Limited Tee": "Clt_TES044",
|
||||
"Green V-Neck Limited Tee": "Clt_TES045",
|
||||
"ω-3 Tee": "Clt_TES046",
|
||||
"Annaki Polpo-Pic Tee": "Clt_TES047",
|
||||
"Firewave Tee": "Clt_TES048",
|
||||
"Takoroka Galactic Tie Dye": "Clt_TES049",
|
||||
"Takoroka Rainbow Tie Dye": "Clt_TES050",
|
||||
"Missus Shrug Tee": "Clt_TES051",
|
||||
"League Tee": "Clt_TES052",
|
||||
"Friend Tee": "Clt_TES053",
|
||||
"Tentatek Slogan Tee": "Clt_TES054",
|
||||
"Icewave Tee": "Clt_TES055",
|
||||
"Octoking HK Jersey": "Clt_TES056",
|
||||
"Dakro Nana Tee": "Clt_TES057",
|
||||
"Dakro Golden Tee": "Clt_TES058",
|
||||
"Black Velour Octoking Tee": "Clt_TES059",
|
||||
"Green Velour Octoking Tee": "Clt_TES060",
|
||||
"SWC Logo Tee": "Clt_TES061",
|
||||
"White Layered LS": "Clt_TLY000",
|
||||
"Yellow Layered LS": "Clt_TLY001",
|
||||
"Camo Layered LS": "Clt_TLY002",
|
||||
"Black Layered LS": "Clt_TLY003",
|
||||
"Zink Layered LS": "Clt_TLY004",
|
||||
"Layered Anchor LS": "Clt_TLY005",
|
||||
"Choco Layered LS": "Clt_TLY006",
|
||||
"Part-Time Pirate": "Clt_TLY007",
|
||||
"Layered Vector LS": "Clt_TLY008",
|
||||
"Green Tee": "Clt_TLY009",
|
||||
"Red Tentatek Tee": "Clt_TLY010",
|
||||
"Blue Tentatek Tee": "Clt_TLY011",
|
||||
"Octo Layered LS": "Clt_TLY012",
|
||||
"Squid Yellow Layered LS": "Clt_TLY013",
|
||||
"B-ball Jersey (Home)": "Clt_TNK000",
|
||||
"B-ball Jersey (Away)": "Clt_TNK001",
|
||||
"White King Tank": "Clt_TNK003",
|
||||
"Slash King Tank": "Clt_TNK004",
|
||||
"Navy King Tank": "Clt_TNK005",
|
||||
"Lob-Stars Jersey": "Clt_TNK006",
|
||||
"Mountain Vest": "Clt_VST000",
|
||||
"Forest Vest": "Clt_VST001",
|
||||
"Dark Urban Vest": "Clt_VST002",
|
||||
"Yellow Urban Vest": "Clt_VST003",
|
||||
"Squid-Pattern Waistcoat": "Clt_VST004",
|
||||
"Squidstar Waistcoat": "Clt_VST005",
|
||||
"Fishing Vest": "Clt_VST007",
|
||||
"Front Zip Vest": "Clt_VST008",
|
||||
"Silver Tentatek Vest": "Clt_VST009",
|
||||
"Comeback": "ComeBack",
|
||||
"Haunt": "DeathMarking",
|
||||
"Durability": "Defence",
|
||||
"Last-Ditch Effort": "EndAllUp",
|
||||
"Ability Doubler": "ExSkillDouble",
|
||||
"Respawn Punisher": "Exorcist",
|
||||
"Impact": "Explosion",
|
||||
"Squid Beakon": "Flag",
|
||||
"Port Mackerel": "Fld_Amida01_Vss",
|
||||
"Camp Triggerfish": "Fld_Athletic01_Vss",
|
||||
"Wahoo World": "Fld_Carousel00_Vss",
|
||||
"Goby Arena": "Fld_Court00_Vss",
|
||||
"Shifty Station": "Fld_Deli_Vss",
|
||||
"The Reef": "Fld_Ditch02_Vss",
|
||||
"Snapper Canal": "Fld_Kawa00_Vss",
|
||||
"MakoMart": "Fld_Line00_Vss",
|
||||
"Kelp Dome": "Fld_Maze02_Vss",
|
||||
"Skipper Pavilion": "Fld_Mirror00_Vss",
|
||||
"Sturgeon Shipyard": "Fld_Nagasaki00_Vss",
|
||||
"New Albacore Hotel": "Fld_Nakasu00_Vss",
|
||||
"Ancho-V Games": "Fld_Office01_Vss",
|
||||
"Manta Maria": "Fld_Pillar00_Vss",
|
||||
"Piranha Pit": "Fld_Quarry01_Vss",
|
||||
"Lost Outpost": "Fld_Shakehouse00_Cop",
|
||||
"Salmonid Smokeyard": "Fld_Shakelift00_Cop",
|
||||
"Ruins of Ark Polaris": "Fld_Shakeride00_Cop",
|
||||
"Marooner's Bay": "Fld_Shakeship00_Cop",
|
||||
"Spawning Grounds": "Fld_Shakeup00_Cop",
|
||||
"Blackbelly Skatepark": "Fld_SkatePark02_Vss",
|
||||
"Shellendorf Institute": "Fld_Tunnel00_Vss",
|
||||
"Moray Towers": "Fld_Tuzura00_Vss",
|
||||
"Musselforge Fitness": "Fld_Unduck00_Vss",
|
||||
"Arowana Mall": "Fld_UpDown01_Vss",
|
||||
"Inkblot Art Academy": "Fld_Upland00_Vss",
|
||||
"Starfish Mainstage": "Fld_Venue02_Vss",
|
||||
"Walleye Warehouse": "Fld_Warehouse01_Vss",
|
||||
"Humpback Pump Track": "Fld_Wave00_Vss",
|
||||
"Eminence Cuff": "Hed_ACC001",
|
||||
"Squid Hairclip": "Hed_AMB000",
|
||||
"Samurai Helmet": "Hed_AMB001",
|
||||
"Power Mask": "Hed_AMB002",
|
||||
"Squid Clip-Ons": "Hed_AMB003",
|
||||
"Squinja Mask": "Hed_AMB004",
|
||||
"Power Mask Mk I": "Hed_AMB005",
|
||||
"Pearlescent Crown": "Hed_AMB006",
|
||||
"Marinated Headphones": "Hed_AMB007",
|
||||
"Enchanted Hat": "Hed_AMB008",
|
||||
"Steel Helm": "Hed_AMB009",
|
||||
"Fresh Fish Head": "Hed_AMB010",
|
||||
"Urchins Cap": "Hed_CAP000",
|
||||
"Lightweight Cap": "Hed_CAP001",
|
||||
"Takoroka Mesh": "Hed_CAP002",
|
||||
"Streetstyle Cap": "Hed_CAP003",
|
||||
"Squid-Stitch Cap": "Hed_CAP004",
|
||||
"Squidvader Cap": "Hed_CAP005",
|
||||
"Camo Mesh": "Hed_CAP006",
|
||||
"Five-Panel Cap": "Hed_CAP007",
|
||||
"Zekko Mesh": "Hed_CAP008",
|
||||
"Backwards Cap": "Hed_CAP009",
|
||||
"Two-Stripe Mesh": "Hed_CAP010",
|
||||
"Jet Cap": "Hed_CAP011",
|
||||
"Cycling Cap": "Hed_CAP012",
|
||||
"Cycle King Cap": "Hed_CAP014",
|
||||
"Legendary Cap": "Hed_CAP015",
|
||||
"Long-Billed Cap": "Hed_CAP018",
|
||||
"King Flip Mesh": "Hed_CAP019",
|
||||
"Hickory Work Cap": "Hed_CAP020",
|
||||
"Woolly Urchins Classic": "Hed_CAP021",
|
||||
"Jellyvader Cap": "Hed_CAP023",
|
||||
"House-Tag Denim Cap": "Hed_CAP024",
|
||||
"Blowfish Newsie": "Hed_CAP025",
|
||||
"Do-Rag, Cap, & Glasses": "Hed_CAP026",
|
||||
"Pilot Hat": "Hed_CAP027",
|
||||
"Headlamp Helmet": "Hed_COP100",
|
||||
"Dust Blocker 2000": "Hed_COP101",
|
||||
"Welding Mask": "Hed_COP102",
|
||||
"Beekeeper Hat": "Hed_COP103",
|
||||
"Octoleet Goggles": "Hed_COP104",
|
||||
"Cap of Legend": "Hed_COP105",
|
||||
"Oceanic Hard Hat": "Hed_COP106",
|
||||
"Worker's Head Towel": "Hed_COP107",
|
||||
"Worker's Cap": "Hed_COP108",
|
||||
"Sailor Cap": "Hed_COP109",
|
||||
"Mecha Head - HTR": "Hed_CRC000",
|
||||
"Retro Specs": "Hed_EYE000",
|
||||
"Splash Goggles": "Hed_EYE001",
|
||||
"Pilot Goggles": "Hed_EYE002",
|
||||
"Tinted Shades": "Hed_EYE003",
|
||||
"Black Arrowbands": "Hed_EYE004",
|
||||
"Snorkel Mask": "Hed_EYE005",
|
||||
"White Arrowbands": "Hed_EYE006",
|
||||
"Fake Contacts": "Hed_EYE007",
|
||||
"18K Aviators": "Hed_EYE008",
|
||||
"Full Moon Glasses": "Hed_EYE009",
|
||||
"Octoglasses": "Hed_EYE010",
|
||||
"Half-Rim Glasses": "Hed_EYE011",
|
||||
"Double Egg Shades": "Hed_EYE012",
|
||||
"Zekko Cap": "Hed_EYE013",
|
||||
"SV925 Circle Shades": "Hed_EYE014",
|
||||
"Annaki Beret & Glasses": "Hed_EYE015",
|
||||
"Swim Goggles": "Hed_EYE016",
|
||||
"Ink-Guard Goggles": "Hed_EYE017",
|
||||
"Toni Kensa Goggles": "Hed_EYE018",
|
||||
"Sennyu Goggles": "Hed_EYE019",
|
||||
"Sennyu Specs": "Hed_EYE020",
|
||||
"White Headband": "Hed_FST000",
|
||||
"Kyonshi Hat": "Hed_HAP000",
|
||||
"Li'l Devil Horns": "Hed_HAP001",
|
||||
"Hockey Mask": "Hed_HAP002",
|
||||
"Anglerfish Mask": "Hed_HAP003",
|
||||
"Festive Party Cone": "Hed_HAP004",
|
||||
"New Year's Glasses DX": "Hed_HAP005",
|
||||
"Twisty Headband": "Hed_HAP006",
|
||||
"Eel-Cake Hat": "Hed_HAP007",
|
||||
"Purple Novelty Visor": "Hed_HAP008",
|
||||
"Green Novelty Visor": "Hed_HAP009",
|
||||
"Orange Novelty Visor": "Hed_HAP010",
|
||||
"Pink Novelty Visor": "Hed_HAP011",
|
||||
"Jetflame Crest": "Hed_HAP012",
|
||||
"Fierce Fishskull": "Hed_HAP013",
|
||||
"Hivemind Antenna": "Hed_HAP014",
|
||||
"Eye of Justice": "Hed_HAP015",
|
||||
"Safari Hat": "Hed_HAT000",
|
||||
"Jungle Hat": "Hed_HAT001",
|
||||
"Camping Hat": "Hed_HAT002",
|
||||
"Blowfish Bell Hat": "Hed_HAT003",
|
||||
"Bamboo Hat": "Hed_HAT004",
|
||||
"Straw Boater": "Hed_HAT005",
|
||||
"Classic Straw Boater": "Hed_HAT006",
|
||||
"Treasure Hunter": "Hed_HAT007",
|
||||
"Bucket Hat": "Hed_HAT008",
|
||||
"Patched Hat": "Hed_HAT009",
|
||||
"Tulip Parasol": "Hed_HAT010",
|
||||
"Fugu Bell Hat": "Hed_HAT011",
|
||||
"Seashell Bamboo Hat": "Hed_HAT012",
|
||||
"Hothouse Hat": "Hed_HAT013",
|
||||
"Mountie Hat": "Hed_HAT014",
|
||||
"B-ball Headband": "Hed_HBD001",
|
||||
"Squash Headband": "Hed_HBD002",
|
||||
"Tennis Headband": "Hed_HBD003",
|
||||
"Jogging Headband": "Hed_HBD004",
|
||||
"Soccer Headband": "Hed_HBD005",
|
||||
"FishFry Biscuit Bandana": "Hed_HBD007",
|
||||
"Black FishFry Bandana": "Hed_HBD008",
|
||||
"Studio Headphones": "Hed_HDP000",
|
||||
"Designer Headphones": "Hed_HDP001",
|
||||
"Noise Cancelers": "Hed_HDP002",
|
||||
"Squidfin Hook Cans": "Hed_HDP003",
|
||||
"Squidlife Headphones": "Hed_HDP004",
|
||||
"Studio Octophones": "Hed_HDP005",
|
||||
"Sennyu Headphones": "Hed_HDP006",
|
||||
"Bike Helmet": "Hed_MET000",
|
||||
"Stealth Goggles": "Hed_MET002",
|
||||
"Tentacles Helmet": "Hed_MET003",
|
||||
"Skate Helmet": "Hed_MET004",
|
||||
"Visor Skate Helmet": "Hed_MET005",
|
||||
"MTB Helmet": "Hed_MET006",
|
||||
"Hockey Helmet": "Hed_MET007",
|
||||
"Matte Bike Helmet": "Hed_MET008",
|
||||
"Octo Tackle Helmet Deco": "Hed_MET009",
|
||||
"Moist Ghillie Helmet": "Hed_MET010",
|
||||
"Deca Tackle Visor Helmet": "Hed_MET011",
|
||||
"Gas Mask": "Hed_MSK000",
|
||||
"Paintball Mask": "Hed_MSK001",
|
||||
"Paisley Bandana": "Hed_MSK002",
|
||||
"Skull Bandana": "Hed_MSK003",
|
||||
"Painter's Mask": "Hed_MSK004",
|
||||
"Annaki Mask": "Hed_MSK005",
|
||||
"Octoking Facemask": "Hed_MSK006",
|
||||
"Squid Facemask": "Hed_MSK007",
|
||||
"Firefin Facemask": "Hed_MSK008",
|
||||
"King Facemask": "Hed_MSK009",
|
||||
"Motocross Nose Guard": "Hed_MSK010",
|
||||
"Forge Mask": "Hed_MSK011",
|
||||
"Digi-Camo Forge Mask": "Hed_MSK012",
|
||||
"Koshien Bandana": "Hed_MSK013",
|
||||
"Hero Headset Replica": "Hed_MSN000",
|
||||
"Armor Helmet Replica": "Hed_MSN004",
|
||||
"Hero Headphones Replica": "Hed_MSN101",
|
||||
"Octoling Shades": "Hed_MSN104",
|
||||
"Null Visor Replica": "Hed_MSN105",
|
||||
"Old-Timey Hat": "Hed_MSN106",
|
||||
"Conductor Cap": "Hed_MSN107",
|
||||
"Golden Toothpick": "Hed_MSN108",
|
||||
"Bobble Hat": "Hed_NCP000",
|
||||
"Short Beanie": "Hed_NCP001",
|
||||
"Striped Beanie": "Hed_NCP002",
|
||||
"Sporty Bobble Hat": "Hed_NCP003",
|
||||
"Special Forces Beret": "Hed_NCP004",
|
||||
"Squid Nordic": "Hed_NCP005",
|
||||
"Sennyu Bon Bon Beanie": "Hed_NCP006",
|
||||
"Knitted Hat": "Hed_NCP008",
|
||||
"Annaki Beret": "Hed_NCP009",
|
||||
"Yamagiri Beanie": "Hed_NCP010",
|
||||
"Sneaky Beanie": "Hed_NCP011",
|
||||
"Octoling Goggles": "Hed_RVL000",
|
||||
"Golf Visor": "Hed_VIS000",
|
||||
"FishFry Visor": "Hed_VIS001",
|
||||
"Sun Visor": "Hed_VIS002",
|
||||
"Takoroka Visor": "Hed_VIS003",
|
||||
"Face Visor": "Hed_VIS004",
|
||||
"Run Speed Up": "HumanMove_Up",
|
||||
"Ink Recovery Up": "InkRecovery_Up",
|
||||
"Inkjet": "Jetpack",
|
||||
"Quick Super Jump": "JumpTime_Save",
|
||||
"Curling-Bomb Launcher": "LauncherCurling",
|
||||
"Burst-Bomb Launcher": "LauncherQuick",
|
||||
"Autobomb Launcher": "LauncherRobo",
|
||||
"Splat-Bomb Launcher": "LauncherSplash",
|
||||
"Suction-Bomb Launcher": "LauncherSuction",
|
||||
"Ink Saver (Main)": "MainInk_Save",
|
||||
"Main Power Up": "MarkingTime_Reduction",
|
||||
"Tenacity": "MinorityUp",
|
||||
"Cannon": "MissileMissilePosition",
|
||||
"Mobility": "Mobility",
|
||||
"Object Shredder": "ObjectEffect_Up",
|
||||
"Ink Resistance Up": "OpInkEffect_Reduction",
|
||||
"Ink Speed": "PaintSpeed",
|
||||
"Point Sensor": "PointSensor",
|
||||
"Toxic Mist": "PoisonFog",
|
||||
"Damage": "Power",
|
||||
"Ink Storm": "RainCloud",
|
||||
"Range": "Range",
|
||||
"Special Saver": "RespawnSpecialGauge_Save",
|
||||
"Quick Respawn": "RespawnTime_Save",
|
||||
"Inkbrush": "Roller_BrushMini_00",
|
||||
"Inkbrush Nouveau": "Roller_BrushMini_01",
|
||||
"Permanent Inkbrush": "Roller_BrushMini_02",
|
||||
"Octobrush": "Roller_BrushNormal_00",
|
||||
"Octobrush Nouveau": "Roller_BrushNormal_01",
|
||||
"Kensa Octobrush": "Roller_BrushNormal_02",
|
||||
"Herobrush Replica": "Roller_BrushNormal_H",
|
||||
"Carbon Roller": "Roller_Compact_00",
|
||||
"Carbon Roller Deco": "Roller_Compact_01",
|
||||
"Dynamo Roller": "Roller_Heavy_00",
|
||||
"Gold Dynamo Roller": "Roller_Heavy_01",
|
||||
"Kensa Dynamo Roller": "Roller_Heavy_02",
|
||||
"Flingza Roller": "Roller_Hunter_00",
|
||||
"Foil Flingza Roller": "Roller_Hunter_01",
|
||||
"Herobrush": "Roller_MissionBrushNormalLv1",
|
||||
"Hero Roller": "Roller_MissionNormalLv1",
|
||||
"Splat Roller": "Roller_Normal_00",
|
||||
"Krak-On Splat Roller": "Roller_Normal_01",
|
||||
"Kensa Splat Roller": "Roller_Normal_02",
|
||||
"Hero Roller Replica": "Roller_Normal_H",
|
||||
"Rainmaker": "cVgl_2L",
|
||||
"Splash Wall": "Shield",
|
||||
"Grizzco Blaster": "Shooter_BlasterCoopBurst",
|
||||
"Rapid Blaster Pro": "Shooter_BlasterLightLong_00",
|
||||
"Rapid Blaster Pro Deco": "Shooter_BlasterLightLong_01",
|
||||
"Clash Blaster": "Shooter_BlasterLightShort_00",
|
||||
"Clash Blaster Neo": "Shooter_BlasterLightShort_01",
|
||||
"Rapid Blaster": "Shooter_BlasterLight_00",
|
||||
"Rapid Blaster Deco": "Shooter_BlasterLight_01",
|
||||
"Kensa Rapid Blaster": "Shooter_BlasterLight_02",
|
||||
"Range Blaster": "Shooter_BlasterLong_00",
|
||||
"Custom Range Blaster": "Shooter_BlasterLong_01",
|
||||
"Grim Range Blaster": "Shooter_BlasterLong_02",
|
||||
"Blaster": "Shooter_BlasterMiddle_00",
|
||||
"Custom Blaster": "Shooter_BlasterMiddle_01",
|
||||
"Hero Blaster Replica": "Shooter_BlasterMiddle_H",
|
||||
"Hero Blaster": "Shooter_BlasterMissionMiddleLv1",
|
||||
"Luna Blaster": "Shooter_BlasterShort_00",
|
||||
"Luna Blaster Neo": "Shooter_BlasterShort_01",
|
||||
"Kensa Luna Blaster": "Shooter_BlasterShort_02",
|
||||
"Aerospray MG": "Shooter_Blaze_00",
|
||||
"Aerospray RG": "Shooter_Blaze_01",
|
||||
"Aerospray PG": "Shooter_Blaze_02",
|
||||
"Splattershot Pro": "Shooter_Expert_00",
|
||||
"Forge Splattershot Pro": "Shooter_Expert_01",
|
||||
"Kensa Splattershot Pro": "Shooter_Expert_02",
|
||||
"Splattershot Jr.": "Shooter_First_00",
|
||||
"Custom Splattershot Jr.": "Shooter_First_01",
|
||||
"Kensa Splattershot Jr.": "Shooter_First_02",
|
||||
"Squeezer": "Shooter_Flash_00",
|
||||
"Foil Squeezer": "Shooter_Flash_01",
|
||||
".52 Gal": "Shooter_Gravity_00",
|
||||
".52 Gal Deco": "Shooter_Gravity_01",
|
||||
"Kensa .52 Gal": "Shooter_Gravity_02",
|
||||
".96 Gal": "Shooter_Heavy_00",
|
||||
".96 Gal Deco": "Shooter_Heavy_01",
|
||||
"Jet Squelcher": "Shooter_Long_00",
|
||||
"Custom Jet Squelcher": "Shooter_Long_01",
|
||||
"Hero Shot": "Shooter_MissionNormalLv2",
|
||||
"Splattershot": "Shooter_Normal_00",
|
||||
"Tentatek Splattershot": "Shooter_Normal_01",
|
||||
"Kensa Splattershot": "Shooter_Normal_02",
|
||||
"Hero Shot Replica": "Shooter_Normal_H",
|
||||
"Octo Shot Replica": "Shooter_Normal_Oct",
|
||||
"Splash-o-matic": "Shooter_Precision_00",
|
||||
"Neo Splash-o-matic": "Shooter_Precision_01",
|
||||
"N-ZAP '85": "Shooter_QuickMiddle_00",
|
||||
"N-ZAP '89": "Shooter_QuickMiddle_01",
|
||||
"N-ZAP '83": "Shooter_QuickMiddle_02",
|
||||
"Sploosh-o-matic": "Shooter_Short_00",
|
||||
"Neo Sploosh-o-matic": "Shooter_Short_01",
|
||||
"Sploosh-o-matic 7": "Shooter_Short_02",
|
||||
"H-3 Nozzlenose": "Shooter_TripleMiddle_00",
|
||||
"H-3 Nozzlenose D": "Shooter_TripleMiddle_01",
|
||||
"Cherry H-3 Nozzlenose": "Shooter_TripleMiddle_02",
|
||||
"L-3 Nozzlenose": "Shooter_TripleQuick_00",
|
||||
"L-3 Nozzlenose D": "Shooter_TripleQuick_01",
|
||||
"Kensa L-3 Nozzlenose": "Shooter_TripleQuick_02",
|
||||
"School Shoes": "Shs_AMB000",
|
||||
"Samurai Shoes": "Shs_AMB001",
|
||||
"Power Boots": "Shs_AMB002",
|
||||
"Fringed Loafers": "Shs_AMB003",
|
||||
"Squinja Boots": "Shs_AMB004",
|
||||
"Power Boots Mk I": "Shs_AMB005",
|
||||
"Pearlescent Kicks": "Shs_AMB006",
|
||||
"Marinated Slip-Ons": "Shs_AMB007",
|
||||
"Enchanted Boots": "Shs_AMB008",
|
||||
"Steel Greaves": "Shs_AMB009",
|
||||
"Fresh Fish Feet": "Shs_AMB010",
|
||||
"Moto Boots": "Shs_BOT000",
|
||||
"Tan Work Boots": "Shs_BOT001",
|
||||
"Red Work Boots": "Shs_BOT002",
|
||||
"Blue Moto Boots": "Shs_BOT003",
|
||||
"Green Rain Boots": "Shs_BOT004",
|
||||
"Acerola Rain Boots": "Shs_BOT005",
|
||||
"Punk Whites": "Shs_BOT006",
|
||||
"Punk Cherries": "Shs_BOT007",
|
||||
"Punk Yellows": "Shs_BOT008",
|
||||
"Bubble Rain Boots": "Shs_BOT009",
|
||||
"Snowy Down Boots": "Shs_BOT010",
|
||||
"Icy Down Boots": "Shs_BOT011",
|
||||
"Hunting Boots": "Shs_BOT012",
|
||||
"Punk Blacks": "Shs_BOT013",
|
||||
"Deepsea Leather Boots": "Shs_BOT014",
|
||||
"Moist Ghillie Boots": "Shs_BOT015",
|
||||
"Annaki Arachno Boots": "Shs_BOT016",
|
||||
"New-Leaf Leather Boots": "Shs_BOT017",
|
||||
"Tea-Green Hunting Boots": "Shs_BOT018",
|
||||
"Blueberry Casuals": "Shs_CFS000",
|
||||
"Plum Casuals": "Shs_CFS001",
|
||||
"Angry Rain Boots": "Shs_COP101",
|
||||
"Non-slip Senseis": "Shs_COP102",
|
||||
"Octoleet Boots": "Shs_COP103",
|
||||
"Friendship Bracelet": "Shs_COP104",
|
||||
"Flipper Floppers": "Shs_COP105",
|
||||
"Wooden Sandals": "Shs_COP106",
|
||||
"Mecha Legs - LBS": "Shs_CRC000",
|
||||
"Cream Basics": "Shs_FST000",
|
||||
"Pearl-Scout Lace-Ups": "Shs_HAP000",
|
||||
"Pearlescent Squidkid IV": "Shs_HAP001",
|
||||
"Pearl Punk Crowns": "Shs_HAP002",
|
||||
"New-Day Arrows": "Shs_HAP003",
|
||||
"Marination Lace-Ups": "Shs_HAP004",
|
||||
"Rina Squidkid IV": "Shs_HAP005",
|
||||
"Trooper Power Stripes": "Shs_HAP006",
|
||||
"Midnight Slip-Ons": "Shs_HAP007",
|
||||
"White Kicks": "Shs_LTS000",
|
||||
"Cherry Kicks": "Shs_LTS001",
|
||||
"Turquoise Kicks": "Shs_LTS002",
|
||||
"Squink Wingtips": "Shs_LTS003",
|
||||
"Roasted Brogues": "Shs_LTS004",
|
||||
"Kid Clams": "Shs_LTS005",
|
||||
"Smoky Wingtips": "Shs_LTS006",
|
||||
"Navy Red-Soled Wingtips": "Shs_LTS007",
|
||||
"Gray Yellow-Soled Wingtips": "Shs_LTS008",
|
||||
"Inky Kid Clams": "Shs_LTS009",
|
||||
"Annaki Habaneros": "Shs_LTS010",
|
||||
"Annaki Tigers": "Shs_LTS011",
|
||||
"Sennyu Inksoles": "Shs_LTS012",
|
||||
"Hero Runner Replicas": "Shs_MSN000",
|
||||
"Armor Boot Replicas": "Shs_MSN004",
|
||||
"Hero Snowboots Replicas": "Shs_MSN101",
|
||||
"Neo Octoling Boots": "Shs_MSN104",
|
||||
"Null Boots Replica": "Shs_MSN105",
|
||||
"Old-Timey Shoes": "Shs_MSN106",
|
||||
"Octoling Boots": "Shs_RVL000",
|
||||
"Oyster Clogs": "Shs_SDL000",
|
||||
"Choco Clogs": "Shs_SDL001",
|
||||
"Neon Delta Straps": "Shs_SDL003",
|
||||
"Black Flip-Flops": "Shs_SDL004",
|
||||
"Snow Delta Straps": "Shs_SDL005",
|
||||
"Luminous Delta Straps": "Shs_SDL006",
|
||||
"Red FishFry Sandals": "Shs_SDL007",
|
||||
"Yellow FishFry Sandals": "Shs_SDL008",
|
||||
"Musselforge Flip-Flops": "Shs_SDL009",
|
||||
"Red Hi-Horses": "Shs_SHI000",
|
||||
"Zombie Hi-Horses": "Shs_SHI001",
|
||||
"Cream Hi-Tops": "Shs_SHI002",
|
||||
"Purple Hi-Horses": "Shs_SHI003",
|
||||
"Hunter Hi-Tops": "Shs_SHI004",
|
||||
"Red Hi-Tops": "Shs_SHI005",
|
||||
"Gold Hi-Horses": "Shs_SHI006",
|
||||
"Shark Moccasins": "Shs_SHI008",
|
||||
"Mawcasins": "Shs_SHI009",
|
||||
"Chocolate Dakroniks": "Shs_SHI010",
|
||||
"Mint Dakroniks": "Shs_SHI011",
|
||||
"Black Dakroniks": "Shs_SHI012",
|
||||
"Piranha Moccasins": "Shs_SHI013",
|
||||
"White Norimaki 750s": "Shs_SHI014",
|
||||
"Black Norimaki 750s": "Shs_SHI015",
|
||||
"Sunset Orca Hi-Tops": "Shs_SHI016",
|
||||
"Red & Black Squidkid IV": "Shs_SHI017",
|
||||
"Blue & Black Squidkid IV": "Shs_SHI018",
|
||||
"Gray Sea-Slug Hi-Tops": "Shs_SHI019",
|
||||
"Orca Hi-Tops": "Shs_SHI020",
|
||||
"Milky Enperrials": "Shs_SHI021",
|
||||
"Navy Enperrials": "Shs_SHI022",
|
||||
"Amber Sea Slug Hi-Tops": "Shs_SHI023",
|
||||
"Yellow Iromaki 750s": "Shs_SHI024",
|
||||
"Red & White Squidkid V": "Shs_SHI025",
|
||||
"Honey & Orange Squidkid V": "Shs_SHI026",
|
||||
"Sun & Shade Squidkid IV": "Shs_SHI027",
|
||||
"Orca Woven Hi-Tops": "Shs_SHI028",
|
||||
"Green Iromaki 750s": "Shs_SHI029",
|
||||
"Purple Iromaki 750s": "Shs_SHI030",
|
||||
"Red Iromaki 750s": "Shs_SHI031",
|
||||
"Blue Iromaki 750s": "Shs_SHI032",
|
||||
"Orange Iromaki 750s": "Shs_SHI033",
|
||||
"Red Power Stripes": "Shs_SHI034",
|
||||
"Blue Power Stripes": "Shs_SHI035",
|
||||
"Toni Kensa Black Hi-Tops": "Shs_SHI036",
|
||||
"Sesame Salt 270s": "Shs_SHI037",
|
||||
"Black & Blue Squidkid V": "Shs_SHI038",
|
||||
"Orca Passion Hi-Tops": "Shs_SHI039",
|
||||
"Truffle Canvas Hi-Tops": "Shs_SHI040",
|
||||
"Online Squidkid V": "Shs_SHI041",
|
||||
"Pink Trainers": "Shs_SHT000",
|
||||
"Orange Arrows": "Shs_SHT001",
|
||||
"Neon Sea Slugs": "Shs_SHT002",
|
||||
"White Arrows": "Shs_SHT003",
|
||||
"Cyan Trainers": "Shs_SHT004",
|
||||
"Blue Sea Slugs": "Shs_SHT005",
|
||||
"Red Sea Slugs": "Shs_SHT006",
|
||||
"Purple Sea Slugs": "Shs_SHT007",
|
||||
"Crazy Arrows": "Shs_SHT008",
|
||||
"Black Trainers": "Shs_SHT009",
|
||||
"Violet Trainers": "Shs_SHT010",
|
||||
"Canary Trainers": "Shs_SHT011",
|
||||
"Yellow-Mesh Sneakers": "Shs_SHT012",
|
||||
"Arrow Pull-Ons": "Shs_SHT013",
|
||||
"Red-Mesh Sneakers": "Shs_SHT014",
|
||||
"N-Pacer CaO": "Shs_SHT015",
|
||||
"N-Pacer Ag": "Shs_SHT016",
|
||||
"N-Pacer Au": "Shs_SHT017",
|
||||
"Sea Slug Volt 95s": "Shs_SHT018",
|
||||
"Athletic Arrows": "Shs_SHT019",
|
||||
"Blue Lo-Tops": "Shs_SLO000",
|
||||
"Banana Basics": "Shs_SLO001",
|
||||
"LE Lo-Tops": "Shs_SLO002",
|
||||
"White Seahorses": "Shs_SLO003",
|
||||
"Orange Lo-Tops": "Shs_SLO004",
|
||||
"Black Seahorses": "Shs_SLO005",
|
||||
"Clownfish Basics": "Shs_SLO006",
|
||||
"Yellow Seahorses": "Shs_SLO007",
|
||||
"Strapping Whites": "Shs_SLO008",
|
||||
"Strapping Reds": "Shs_SLO009",
|
||||
"Soccer Shoes": "Shs_SLO010",
|
||||
"LE Soccer Shoes": "Shs_SLO011",
|
||||
"Sunny Climbing Shoes": "Shs_SLO012",
|
||||
"Birch Climbing Shoes": "Shs_SLO013",
|
||||
"Green Laceups": "Shs_SLO014",
|
||||
"White Laceless Dakroniks": "Shs_SLO015",
|
||||
"Blue Laceless Dakroniks": "Shs_SLO016",
|
||||
"Suede Gray Lace-Ups": "Shs_SLO017",
|
||||
"Suede Nation Lace-Ups": "Shs_SLO018",
|
||||
"Suede Marine Lace-Ups": "Shs_SLO019",
|
||||
"Toni Kensa Soccer Shoes": "Shs_SLO020",
|
||||
"Blue Slip-Ons": "Shs_SLP000",
|
||||
"Red Slip-Ons": "Shs_SLP001",
|
||||
"Squid-Stitch Slip-Ons": "Shs_SLP002",
|
||||
"Polka-dot Slip-Ons": "Shs_SLP003",
|
||||
"Trail Boots": "Shs_TRS000",
|
||||
"Custom Trail Boots": "Shs_TRS001",
|
||||
"Pro Trail Boots": "Shs_TRS002",
|
||||
"Bloblobber": "Slosher_Bathtub_00",
|
||||
"Bloblobber Deco": "Slosher_Bathtub_01",
|
||||
"Grizzco Slosher": "Slosher_CoopVase",
|
||||
"Tri-Slosher": "Slosher_Diffusion_00",
|
||||
"Tri-Slosher Nouveau": "Slosher_Diffusion_01",
|
||||
"Sloshing Machine": "Slosher_Launcher_00",
|
||||
"Sloshing Machine Neo": "Slosher_Launcher_01",
|
||||
"Kensa Sloshing Machine": "Slosher_Launcher_02",
|
||||
"Hero Slosher": "Slosher_MissionStrongLv1",
|
||||
"Slosher": "Slosher_Strong_00",
|
||||
"Slosher Deco": "Slosher_Strong_01",
|
||||
"Soda Slosher": "Slosher_Strong_02",
|
||||
"Hero Slosher Replica": "Slosher_Strong_H",
|
||||
"Explosher": "Slosher_Washtub_00",
|
||||
"Custom Explosher": "Slosher_Washtub_01",
|
||||
"Drop Roller": "SomersaultLanding",
|
||||
"Special Charge Up": "SpecialIncrease_Up",
|
||||
"Special Power Up": "SpecialTime_Up",
|
||||
"Ballpoint Splatling": "Spinner_Downpour_00",
|
||||
"Ballpoint Splatling Nouveau": "Spinner_Downpour_01",
|
||||
"Hydra Splatling": "Spinner_Hyper_00",
|
||||
"Custom Hydra Splatling": "Spinner_Hyper_01",
|
||||
"Hero Splatling": "Spinner_MissionStandardLv1",
|
||||
"Mini Splatling": "Spinner_Quick_00",
|
||||
"Zink Mini Splatling": "Spinner_Quick_01",
|
||||
"Kensa Mini Splatling": "Spinner_Quick_02",
|
||||
"Nautilus 47": "Spinner_Serein_00",
|
||||
"Nautilus 79": "Spinner_Serein_01",
|
||||
"Heavy Splatling": "Spinner_Standard_00",
|
||||
"Heavy Splatling Deco": "Spinner_Standard_01",
|
||||
"Heavy Splatling Remix": "Spinner_Standard_02",
|
||||
"Hero Splatling Replica": "Spinner_Standard_H",
|
||||
"Dualie Squelchers": "Twins_Dual_00",
|
||||
"Custom Dualie Squelchers": "Twins_Dual_01",
|
||||
"Glooga Dualies": "Twins_Gallon_00",
|
||||
"Glooga Dualies Deco": "Twins_Gallon_01",
|
||||
"Kensa Glooga Dualies": "Twins_Gallon_02",
|
||||
"Hero Dualies": "Twins_MissionNormalLv1",
|
||||
"Splat Dualies": "Twins_Normal_00",
|
||||
"Enperry Splat Dualies": "Twins_Normal_01",
|
||||
"Kensa Splat Dualies": "Twins_Normal_02",
|
||||
"Hero Dualie Replicas": "Twins_Normal_H",
|
||||
"Dapple Dualies": "Twins_Short_00",
|
||||
"Dapple Dualies Nouveau": "Twins_Short_01",
|
||||
"Clear Dapple Dualies": "Twins_Short_02",
|
||||
"Dark Tetra Dualies": "Twins_Stepper_00",
|
||||
"Light Tetra Dualies": "Twins_Stepper_01",
|
||||
"Undercover Brella": "Umbrella_Compact_00",
|
||||
"Undercover Sorella Brella": "Umbrella_Compact_01",
|
||||
"Kensa Undercover Brella": "Umbrella_Compact_02",
|
||||
"Grizzco Brella": "Umbrella_CoopAutoAssault",
|
||||
"Hero Brella": "Umbrella_MissionNormalLv1",
|
||||
"Splat Brella": "Umbrella_Normal_00",
|
||||
"Sorella Brella": "Umbrella_Normal_01",
|
||||
"Hero Brella Replica": "Umbrella_Normal_H",
|
||||
"Tenta Brella": "Umbrella_Wide_00",
|
||||
"Tenta Sorella Brella": "Umbrella_Wide_01",
|
||||
"Tenta Camo Brella": "Umbrella_Wide_02"
|
||||
}
|
||||
205
utils/data/links.json
Normal file
205
utils/data/links.json
Normal file
@@ -0,0 +1,205 @@
|
||||
{
|
||||
"guides": [
|
||||
{
|
||||
"title": "Callouts",
|
||||
"url": "https://drive.google.com/drive/folders/0B3prVTgFFXASZm1EQkdFbk1JYVk",
|
||||
"description": "by FLC and Hitzel. Images of every map with proposed name for every important location for more precise callouts in voice chat. Also includes some general tips on how to callout."
|
||||
},
|
||||
{
|
||||
"title": "Coaching",
|
||||
"url": "https://docs.google.com/document/d/1pmdHhGNj6SXZA9W3BUAgntI3urgiJDql35p-d7Qsdaw",
|
||||
"description": "by Dr. Prodigy and FLC. Guide that explains what a coach should be doing in the context of this game."
|
||||
},
|
||||
{
|
||||
"title": "Roles",
|
||||
"url": "https://docs.google.com/document/d/1t97IZrN0pI_ceUtJrB-8clapCp1P3oddyFzSQ2lGICg",
|
||||
"description": "by FLC. Outline of how the author thinks about the game regarding team compositions and player roles."
|
||||
},
|
||||
{
|
||||
"title": "Tournament Organizing",
|
||||
"url": "https://docs.google.com/document/d/1SO7drZS-fIU2CGQKvb7R5LdvrIwk5o1O-iPh0GJqfSg",
|
||||
"description": "by Ink.Jordan. How to run an event of your own."
|
||||
},
|
||||
{
|
||||
"title": "Chara's Guides",
|
||||
"url": "https://docs.google.com/document/d/e/2PACX-1vTsAddC7nWZQ4Aclaj1Y2Qa9YsjG949YOLmb94T1N3mEXp7b-Nb0ZR-ztQiYDu3eIydwZyKpCyFesPg/pub",
|
||||
"description": "guides on Brella and Explosher both in video and written formats."
|
||||
},
|
||||
{
|
||||
"title": "A Foil Squeezer guide",
|
||||
"url": "https://docs.google.com/document/d/1AEBB877e5JxDPJCVYYqrSdjhMXLWzNeidc-aSo5A9i4",
|
||||
"description": "by Riki. How to play the weapon more people in west should be playing."
|
||||
}
|
||||
],
|
||||
"youtube": [
|
||||
{
|
||||
"title": "Advanced Techniques, Tips and Tricks",
|
||||
"url": "https://www.youtube.com/watch?v=VVzxXG446X4",
|
||||
"description": "by Wadsm. Different tricks to keep in mind."
|
||||
},
|
||||
{
|
||||
"title": "The Ultimate Gear Guide",
|
||||
"url": "https://www.youtube.com/watch?v=3Ygwtq03MrM",
|
||||
"description": "by Wadsm. Everything you need to know about gear and abilities."
|
||||
},
|
||||
{
|
||||
"title": "How to become good",
|
||||
"url": "https://www.youtube.com/watch?v=GudFu9yOVe8",
|
||||
"description": "by Wadsm. General tips on how to improve in Splatoon 2."
|
||||
},
|
||||
{
|
||||
"title": "How to improve your aim",
|
||||
"url": "https://www.youtube.com/watch?v=XloXds3GldU",
|
||||
"description": "by flc. Splatoon is quite unique game when learning how to aim. This video teaches you the ropes."
|
||||
},
|
||||
{
|
||||
"title": "flc's Twitch highlights",
|
||||
"url": "https://www.twitch.tv/im_flc/videos?category=495064&filter=highlights&sort=time",
|
||||
"description": "flc has a lot of useful videos highlighted on Twitch such as match analyses and tutorials."
|
||||
},
|
||||
{
|
||||
"title": "Rainmaker paths",
|
||||
"url": "https://www.youtube.com/watch?v=KrXSbLr9tjo",
|
||||
"description": "by Kiver. Video that goes over every map explaining where the Rainmaker should go."
|
||||
},
|
||||
{
|
||||
"title": "Splatoon Documentary",
|
||||
"url": "https://www.youtube.com/watch?v=79pPjpmzfL4",
|
||||
"description": "by Akshon Esports. Good place to start if you want to learn some history of the scene."
|
||||
}
|
||||
],
|
||||
"misc": [
|
||||
{
|
||||
"title": "Rotations",
|
||||
"url": "https://splatoon2.ink/",
|
||||
"description": "view upcoming rotations and browse the current SplatNet Gear."
|
||||
},
|
||||
{
|
||||
"title": "Frame Data",
|
||||
"url": "https://docs.google.com/spreadsheets/d/1WnSDbSja9lar_VHZ89r_ix2mFk1KYsony2k71xtZDBc",
|
||||
"description": "by Shadó Chimera. Frame data for every weapon."
|
||||
},
|
||||
{
|
||||
"title": "Salmon Run Records",
|
||||
"url": "https://gungeespla.github.io/salmon_run_records/",
|
||||
"description": "all Salmon Run records in one place."
|
||||
},
|
||||
{
|
||||
"title": "Salmon Run Rotations",
|
||||
"url": "https://content.oatmealdome.me/bcat/salmon_run",
|
||||
"description": "future Salmon Run rotations."
|
||||
},
|
||||
{
|
||||
"title": "Splatoon News (Twitter)",
|
||||
"url": "https://twitter.com/SplatoonNews_",
|
||||
"description": "upcoming events and other news regarding competitive Splatoon in one Twitter account."
|
||||
},
|
||||
{
|
||||
"title": "Tier List Maker",
|
||||
"url": "https://tiermaker.com/categories/splatoon",
|
||||
"description": "make a tier list of your own like all the cool kids on Twitter."
|
||||
},
|
||||
{
|
||||
"title": "Tournament Weapon Data",
|
||||
"url": "https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vTpmSpKjJgUJxavOIAnuFseJ0ZOfA7Ynh45XJJyK7K4YOnkt-veC20oP96JFyWolYfBrcAlzddPMkTG/pubhtml",
|
||||
"description": "by ganbawoomy. Focus on Japanese tournaments. Lets you browse past tournaments and get information about what weapons were played by the top placing teams."
|
||||
},
|
||||
{
|
||||
"title": "Weapon Ranges",
|
||||
"url": "https://docs.google.com/spreadsheets/d/1iJ78fSrf0OxjAFmzPcdhAeyT9_diDlyQymFvxdN8K_A",
|
||||
"description": "by Oculus049. Spreadsheet with weapons listed by range."
|
||||
},
|
||||
{
|
||||
"title": "splatoon2.ink",
|
||||
"url": "https://splatoon2.ink/",
|
||||
"description": "information about map and SplatNet gear rotations."
|
||||
},
|
||||
{
|
||||
"title": "stat.ink",
|
||||
"url": "https://stat.ink/",
|
||||
"description": "upload your battle history to save it beyond the 50 limit imposed by Nintendo's app."
|
||||
},
|
||||
{
|
||||
"title": "Lean's datamine page",
|
||||
"url": "https://leanny.github.io/",
|
||||
"description": "datamined information about the game."
|
||||
},
|
||||
{
|
||||
"title": "Inkipedia",
|
||||
"url": "https://splatoonwiki.org",
|
||||
"description": "Splatoon wiki. Useful for looking up random information about the game."
|
||||
},
|
||||
{
|
||||
"title": "Splatoon Content Creators",
|
||||
"url": "https://docs.google.com/spreadsheets/d/1IPaQOTWEWojBIQPGcPYsdPvQVuP_IWypr0gT2qcuRl0",
|
||||
"description": "gathered by Avrel. You can use this spreadsheet to find content creators that play your weapon or speak your language."
|
||||
},
|
||||
{
|
||||
"title": "Japanese player listing",
|
||||
"url": "https://docs.google.com/spreadsheets/d/1ggjZuFrV2BVF6CguM-idLe0JJbjUIwYMTXn3RGBL_kQ",
|
||||
"description": "find Japanese top players to follow on Openrec (Japanese streaming website), YouTube and Twitter. Weapons are included so it's easy to find people that play your weapons."
|
||||
},
|
||||
{
|
||||
"title": "splat_zone jp (YouTube)",
|
||||
"url": "https://www.youtube.com/channel/UCLN8s9Ogn71QcCYIPtb9mtw",
|
||||
"description": "YouTube channel where you can watch top tier Japanese competitive gameplay."
|
||||
},
|
||||
{
|
||||
"title": "Ikaclo",
|
||||
"url": "https://www.ikaclo.com/",
|
||||
"description": "Japanese gear sharing website. Cool feature is seeing what gear has been released with what abilities."
|
||||
},
|
||||
{
|
||||
"title": "flc's blog",
|
||||
"url": "https://imperious.ink/",
|
||||
"description": "writings about various things related to Splatoon."
|
||||
},
|
||||
{
|
||||
"title": "Splatoon speedruns",
|
||||
"url": "https://www.speedrun.com/splatoon",
|
||||
"description": "Find videos of people playing Splatoon really fast."
|
||||
}
|
||||
],
|
||||
"discord": [
|
||||
{
|
||||
"title": "sendou.ink",
|
||||
"url": "https://discord.gg/sendou",
|
||||
"description": "the server of this website. Aside from discussing anything related to this website occasionally tournaments are held."
|
||||
},
|
||||
{
|
||||
"title": "The Inkademy",
|
||||
"url": "https://discord.gg/8UsJDDg",
|
||||
"description": "the biggest competitive Splatoon server with a bit of everything ranging from discussion about the game to LFG channels."
|
||||
},
|
||||
{
|
||||
"title": "Salmon Run Server",
|
||||
"url": "https://discord.gg/EY3JZqk",
|
||||
"description": "if Salmon Run is your thing this server is probably the place to be."
|
||||
},
|
||||
{
|
||||
"title": "Salmon Run Overfishing",
|
||||
"url": "https://discord.gg/pXHRffE",
|
||||
"description": "more competitive Salmon Run server with a lot of resources."
|
||||
},
|
||||
{
|
||||
"title": "CHECKPOINT 1",
|
||||
"url": "https://discord.gg/X9z9fbM",
|
||||
"description": "LFG server meant for casual and low level players."
|
||||
},
|
||||
{
|
||||
"title": "Inkopolis Crosswalk",
|
||||
"url": "https://discord.gg/mw3hkwG",
|
||||
"description": "more comprehensive list of Discord servers than this one."
|
||||
},
|
||||
{
|
||||
"title": "Plus Server",
|
||||
"url": "https://discord.gg/FW4dKrY",
|
||||
"description": "definitive LFG server in the western Splatoon. Any top player you know uses it and you can as well."
|
||||
},
|
||||
{
|
||||
"title": "LUTI",
|
||||
"url": "https://discord.gg/GuD7h36",
|
||||
"description": "the biggest western Splatoon event. Being a league divided into multiple divisions based on experience makes it a natural place for new teams to get started."
|
||||
}
|
||||
]
|
||||
}
|
||||
290
utils/data/sr/advanced.md
Normal file
290
utils/data/sr/advanced.md
Normal file
@@ -0,0 +1,290 @@
|
||||
SR Overfishing: Advanced
|
||||
|
||||
by [Brian](https://twitter.com/BrianTheDrumer), [マー (Marty)](https://twitter.com/MartyBubbler), [Minaraii](https://twitter.com/Minaraii) & [Sameet](https://twitter.com/YuraYuraRay)
|
||||
|
||||
# Introduction
|
||||
|
||||
Welcome to the Advanced section. This section aims to further build upon the strategies written in the fundamentals. It is recommended to only start using the advanced strategies after you made yourself comfortable applying the fundamentals in shifts.
|
||||
|
||||
These strategies have a smaller impact on the overall Golden Egg score compared to the fundamentals, but start becoming essential once you get to pushing the score to its absolute limit.
|
||||
|
||||
# Pace
|
||||
|
||||
## Understanding and practice
|
||||
|
||||
Pace was already introduced in the fundamentals. However, due to the large impact it has on the egg score we would like to further explain what should be done to improve pace and how it correlates to SR.
|
||||
|
||||
In its simple form, pace is how technical skill translates to the game. If you move faster, have better accuracy, respond to things faster, and decide on actions faster you will do more tasks in the game.
|
||||
|
||||
You’ll probably notice that a lot of these relate to execution. As such, knowing how to improve execution is important.
|
||||
|
||||
The goal is to have all execution done with as little effort as possible. The less time you need to think about how to execute something or move, the more you can spend that time thinking about more strategic aspects or focus on awareness. For example, when it comes to advanced movement like substrafing, or other difficult tasks like one cycling a Steelhead with Rapid Blaster Pro, these should be executed with little to no thinking.
|
||||
There are several ways to get familiar with such tasks. For example, to get comfortable with substrafing you want to spend your games substrafing as much as you possibly can. By constantly substrafing you’re making yourself aware that you need to improve your pace and prevent going into autopilot and old habits. Eventually the constant substrafing will become the new “normal” movement. Similarly, other movements and techniques can be practiced by using the training room, or again by repeating these actions as much as possible during games.
|
||||
|
||||
## Tunnelling and balance
|
||||
|
||||
An important aspect for improving pace is tunnelling, or as mentioned earlier going into autopilot. Tunnelling should be avoided as much as possible.
|
||||
When a player starts tunnelling, they lose awareness of their surroundings as they focus on the single task they’re tunnelling onto. A common example of tunnelling in SR is focusing too much on luring and killing a griller, only to get ambushed by another griller that went unnoticed. Tunnelling, even when it appears for just a few seconds, is a common concept that will result in a slower pace.
|
||||
|
||||
Therefore, players should always make themselves conscious of everything they do in a game. This is where a balance in familiarity and consciousness become vital. As mentioned earlier, a player should be comfortable to perform any kind of action with as little effort and thinking as possible. However, it’s still important that players are conscious of everything they do to avoid tunnelling.
|
||||
|
||||
## Pace vs. speed
|
||||
|
||||
In the context of SR it’s worth mentioning that pace does not only translate to fast kills. You can kill a steelhead really fast when it spawns, but your pace will likely suffer due to the eggs spawning far from the basket. Pace includes the actions you take in a game and particularly if these actions either speed up or slow down the process of getting all the Golden Eggs.
|
||||
Especially in HLM (Hazard Level Max) it will happen that you’re dealing with multiple spawn groups at once. Knowing where to engage and which spawn groups to lure is where the limits of someone’s pace are being tested.
|
||||
|
||||
SR has the advantage of being perfectly predictable in terms of how bosses and lessers behave, while also keeping track of the team’s positioning. However, this further increases how far pace can be pushed in this mode. Being able to analyze complex scenarios and instantly deciding on the right action and executing them as fast as possible is the goal for SR. It has a major impact on the egg score and should be a high priority for every player aiming to get high scores.
|
||||
|
||||
# Abilities & Mindset
|
||||
|
||||
## Short-term Memory
|
||||
|
||||
In Salmon Run, short-term memory is an ability that is definitely worth honing. It can help your awareness and execution. For example: remembering what bosses are around so you can adapt your movement to not break lures, such as Steelhead end wave lures on Marooner's Bay. It also can be applied to remembering where bosses were killed, far or at basket, so all of the Golden Eggs can be retrieved. That notion can be connected to Snatcher Awareness. Boss cycles can also apply so that you can multitask with killing and running eggs.
|
||||
|
||||
## Multitasking
|
||||
|
||||
This is a really important aspect to improve on to increase your awareness and productivity for higher Golden Eggs. Many aspiring players tend to fall into the trap of "slayer" and "egg runner," but it's not an optimal way to view the mode at higher level gameplay. Ideally, every player should be going for Golden Eggs and boss kills at the same time. For example: grabbing a Golden Egg from a Stinger you just killed, making sure to pass by basket with far eggs while going across the map, or throwing bombs at lesser hordes/Maws/Flyfish while running any eggs far or at basket.
|
||||
|
||||
## Muscle Memory & Experience
|
||||
|
||||
Over time, you'll be able to build qualities that may seem advanced at first. This relates to the earlier section of Pace, or is a small extension of it. As you play more of the maps and input controls faster than you did before, your spatial memory and reaction speed starts increasing. It's easy to get flustered or make mistakes, so make sure to do it at your own timing and not someone else's. For example: You'll slowly start understanding the locations of where Golden Eggs and bosses spawn as you play more, so you'll build confidence in doing the same task over and over. As that happens, you can slowly up your pace to increase the amount of things you can do which increases the net gain of Golden Eggs for the wave/shift. Being comfortable with the geography of maps will allow you to reach bosses and go towards Golden Eggs at the same time. Understanding situations is essential as well since as you see the same situations and their results you'll be able to know what to do the next time it comes up. It also can apply to weapon roles and what to do with them based on the map, tide, wave, and rotation.
|
||||
|
||||
## 4 Player Mode
|
||||
|
||||
By far one of the biggest ideas to understanding the mode at its roots, besides acknowledging that pace matters since there is a timer, is that there are 3 other players around you. Many people when squadding or trying to improve at Overfishing tend to act selfishly and solo, which defeats the purpose of having a team to rely on. For example, you have to understand that there are actually 4 ink tanks on the map, not just yours. This can help with understanding special usage since using a special not only refills your own ink tank and protects you but can protect others and allow them to refill their ink tank. Many players tend to fight against the flow of the wave by acting selfishly, such as using a Splashdown on a Steelhead that a charger teammate saw or constantly stopping bosses at the end of the map when the other 3 are at basket waiting to lure. To be able to "see" the others and understand your role is especially important. This can be applied to special waves such as High Tide Mothership on Ark which involves a lot of trust to go for a Golden Egg even if a Snatcher is taking it instead of retreating and taking someone else's Golden Egg, or trusting a Hydra Splatling to stun a Griller even if you're right in front of its path. This can also be connected to the idea of host and non-host and weapon roles, where each trusts each other to run the correct Golden Eggs based on distance to the basket and how easy a weapon can get to a Golden Egg based on that distance. At the end of the day it's never about yourself, it's about the team.
|
||||
|
||||
## Unconventional Behavior
|
||||
|
||||
While Overfishing, the 1st priority everyone must have is raising the amount of Golden Eggs deposited. In many cases, the ends can justify the means. That's why breaking the fundamentals of Salmon Run is essential in Overfishing. For example many players oppose the idea of shooting Maws when in reality it can be a good choice depending on situational context, more information here: [Why shooting Maws is a good thing](https://youtu.be/BpS_zA9KG3c). Another example is dying in the water during High Tide Rush on Marooner's Bay if no specials are available to give time to the other players to refill ink and grab scattered Golden Eggs. Stopping bosses at the end of the map during the middle of a wave to lure, or not killing something on purpose since you notice it's desynced are all fine since they may lead to more Golden Eggs at the end of the wave.
|
||||
|
||||
# Snatcher Awareness and Optimization
|
||||
|
||||
As you improve, the ability to keep an internal clock of everything becomes increasingly more important. This includes Snatchers, and also using Snatchers to your advantage.
|
||||
|
||||
It is always preferred to grab far eggs in groups of 3 players. However, this won’t always happen, often due to other more important threats, or lack in team synergy. The time it takes for a Snatcher to grab eggs is consistent and can therefore always be predicted. As such, it becomes necessary to keep an internal clock of every Snatcher in the game to avoid eggs from getting lost to Snatchers.
|
||||
|
||||
When you start applying the fundamentals, getting all the far eggs may be challenging. However, once you start becoming comfortable with the fundamentals, these far eggs are what ends up making the difference for even higher egg scores.
|
||||
|
||||
In some locations, Snatchers can even be used to your advantage to help decrease the distance for grabbing the eggs. Below is a list of examples of commonly used optimizations. While some of these may seem small, especially when it comes to getting the highest possible egg score, these small distances start making a difference.
|
||||
|
||||
Some common examples of Snatcher optimization:
|
||||
|
||||
- [Ark Polaris 1 (Showcasing both Snatcher awareness and optimization)](https://youtu.be/5tYCvvBUCO4)
|
||||
- [Ark Polaris 2](https://twitter.com/ZksanSalmon/status/1287070537835896832)
|
||||
- [Smokeyard 1](https://twitter.com/ikaokuraaaaa/status/1272537716832350213)
|
||||
- [Smokeyard 2](https://twitter.com/bfKSrcNafFiqDIp/status/1293824592553754625)
|
||||
- [Lost Outpost](https://twitter.com/GungeeSpla/status/1278369330632126466)
|
||||
|
||||
# Host and Non-host
|
||||
|
||||
## Basket radius and lagless deposits
|
||||
|
||||
The host of the room is able to grab and deposit golden eggs without any lag. Done optimally, the host can grab roughly ~1.6 eggs per second. In some situations (especially towards the end of the wave), letting the host grab the eggs right next to the basket can net the team extra eggs compared to if the host had not collected those eggs. Mashing A can help not to lose time with depositing/grabbing eggs quickly as host.
|
||||
|
||||
The area around the basket within which a player can deposit eggs is practically the same as the lit area surrounding the basket (or the uninkable part around the basket on Ruins of Ark Polaris). Abusing this knowledge and executing well can let the host deposit eggs at the edge of that radius without losing time at all.
|
||||
|
||||
## Fog and Goldies
|
||||
|
||||
On Fog, it is usually preferable to let the host collect eggs from 10-egg Goldies during or towards the end of the wave to minimize time losses, unless the host is needed for something else due to their weapon, or someone else has a slow weapon like the Hydra Splatling (only in the middle of the wave). The team should be ready to use specials against bosses when egg running becomes a high priority for the host due to multiple 10-egg Goldies so as to keep up with boss spawns.
|
||||
|
||||
## Egg magnet
|
||||
|
||||
If a non-host player attempts to grab an egg at the exact same time as another player, and that player fails to grab the egg, they will be given a nearby egg in compensation if there is one. This allows for tricks such as grabbing an egg through an eel or another enemy/obstacle, grabbing an egg in the air, etc. This trick becomes very effective when multiple players go for far eggs together and attempt to grab the same egg.
|
||||
|
||||
## Straight and fastest paths: saving time easily
|
||||
|
||||
Learning what paths are the fastest (usually straight paths towards the basket) is an easy way to save time for each egg deposit, especially as a non-host player. Paths that can make egg collection slower are those that have a wall or hazards on the way. Sometimes, a slightly slower path can end up being faster if the fastest path has hazards on it or is covered in enemy ink and the player has a weapon like Explosher, which needs time between shooting and using squid form.
|
||||
|
||||
## Lesser Aggro Delay and Drizzler Torpedo Delay
|
||||
|
||||
An advantage to non-host players is that there is a delay (the same as egg lag) before nearby lesser Salmonids become aggro’d onto them. This can make it easy to collect eggs quickly between lesser Salmonids before they can react (especially on high tide Ruins of Ark Polaris, where non-host players can try to jump to the sides and grab an egg quickly before some enemies react).
|
||||
|
||||
Drizzler torpedoes are also affected by a similar delay. Once the number of hits required to deflect/reflect a torpedo has been reached, there will be a delay (for non-host players, still) before the torpedo starts deflecting. This means that for players who have some lag to the host (EU host and JP-non host, for example), they can deal enough damage to a torpedo and quickly relocate to have the torpedo reflected towards the Drizzler (and get the kill) in a way that wouldn’t be possible for the host. With enough lag and quick relocation, you can get interesting kills!
|
||||
|
||||
**All of the aforementioned tricks for this section are of great importance to Princess shifts, as a good Princess needs to make egg deposits as quickly as possible.**
|
||||
|
||||
# Weapon specific techniques
|
||||
|
||||
Many weapons in Splatoon have more in depth techniques to them, which makes it much easier and more efficient to use them. This goes beyond the core mechanics of weapons (such as rolling with dapples for higher DPS, or keeping short range mode on ballpoint), and rather looks at more in depth techniques.
|
||||
|
||||
Most prominent in SR are one-cycles: being able to kill bosses in a single cycle when their hitbox is exposed. Due to the variation in DPS (Damage Per Second) on weapons, some low DPS weapons will just barely be able to achieve these one-cycles for certain bosses. Some even resulting in very specific techniques to be required. Below is a list made by Marty where you can see which weapons can or cannot one-cycle certain bosses:
|
||||
[Salmon Run: Drizzler, Steelhead and Maws one cycles (ワンターンキル)](https://docs.google.com/spreadsheets/d/1fAg_hsA7c_no76pzlVR5EhiYgwki9XfFyP4Tz7Dev3A/edit?usp=sharing)
|
||||
|
||||
There are also additional techniques which are more specific. A very extensive list is made by Teleraid explaining many SR specific techniques: [A current list of salmon run and some normal weapon tech that I am aware of so far.](https://docs.google.com/document/d/1rPFIEdqrCuXLNUpCi_PX7B_XzfUZA5AJ6LNLad1qBvs/edit)
|
||||
It’s highly recommended to read this list. However, below are some of the most notable mentions from this list:
|
||||
|
||||
- [**Stinger OHKO (Blaster)**](https://twitter.com/GungeeSpla/status/1002389011736850432)
|
||||
Stingers can be taken down with a single hit from a blaster (except Clash Blaster and Grizzco Blaster) by aiming slightly above the red pot
|
||||
- [**Stinger OHKO (Grizzco Slosher)**](https://twitter.com/krakonrollerist/status/1125127728271953922)
|
||||
By aiming for the top of the stinger and keeping the right distance, you can use the falloff from the Grizzco Slosher to take down a stinger in one shot
|
||||
- [**Stinger double pot flick (Roller)**](https://twitter.com/Sig_770/status/982123158382624768)
|
||||
When positioned and angled correctly, it’s possible to take away two pots with one flick. For this you need to hit with only the edge of the roller (don’t hit with the centre) and aim slightly upward, like in the video.
|
||||
- **Basket cancel (Slosher)**
|
||||
Tri-Slosher, Slosher and Sloshing Machine can cancel the endlag of their slosh by depositing an egg into the basket when the slosh animation occurs.
|
||||
|
||||
# Special Waves
|
||||
|
||||
## Fog
|
||||
|
||||
Having awareness for Goldies is important, particularly in the presence of Steelheads. It’s common for Steelheads to be killed a bit further away from the basket. However, because of that it’s possible for the Steelhead to unintentionally kill a Goldie further away from the basket than preferred, as you want these to be killed exactly at the basket due to their 10 egg potential drop. Therefore, whenever you kill a Steelhead it’s important that you are aware if a Goldie is nearby or not. In the case that there is, you should not kill the Steelhead and let the Goldie reach the basket first.
|
||||
|
||||
Similarly due to these 10 egg potential Goldies, awareness of missiles and rays become even more important in Fog. These Goldies can allow many eggs to be dropped at the basket, in which case it becomes important that the host is not disturbed by any missiles or rays in order to deposit these eggs as fast as possible. When you are targeted by either missiles or ray, make sure to avoid these from targeting the host. If possible, it’s preferred to intentionally take aggro from these bosses so that they do not aggro the host.
|
||||
|
||||
Additionally, in the presence of these threats it becomes very important that not all players start piling up on the basket in an attempt to get these eggs. Doing so can cause the entire team to get wiped and simultaneously slow down the process of depositing the eggs. Especially if there’s enough time left, prioritize removing pressure from the basket so that the host can safely deposit the eggs.
|
||||
|
||||
An extra advantage that Fog has compared to normal waves is that all spawns are random, including lessers. This results in bosses spawning with fewer lessers than usual, allowing far eggs to be more accessible. Make sure to take advantage of these random spawns by running these eggs when the time is available. However, if time is limited, make sure that no bosses are lured away from the basket, especially not Goldies.
|
||||
|
||||
## Cohock Charge
|
||||
|
||||
Similar to Fog, awareness of ray and missiles are very important. Especially on maps like Spawning Grounds where the egg running path lies closely within the cannons, it should be avoided to have missiles and ray land on the cannon user as eggs are run.
|
||||
|
||||
For the cannon user there are also certain specific angles, or even limitations to be aware of when using the cannons. Particularly for Flyfish there are a few spots on Lost Outpost and Salmonid Smokeyard which are very tricky to hit, but possible. Mastering these are vital for improving the egg score on these maps. Here are references showcasing these angles:
|
||||
|
||||
[Example of precise Flyfish cannon shots (1st Flyfish in clip)](https://twitter.com/yurayuraray/status/1284990900968415232?s=21)
|
||||
|
||||
On Salmonid Smokeyard, the right cannon also has the limitation of not being able to hit the far left Stinger. When this Stinger spawns, it’s especially important for the egg runners to be aware of this and take it down. Or if needed the cannon users can temporarily rotate to the other cannon to take it down.
|
||||
|
||||
On Ruins of Ark Polaris, if the Snatcher trick is mastered by the cannon users, Steel Eels can be killed early so that they do not force the players out of the cannons. Like normal waves, it is also possible to kill some bosses early on any map, if other bosses can be lured while egg running takes place.
|
||||
|
||||
Cannon users who have become good at managing their ink should watch Snatchers taking away far eggs on any map, but the egg runners should make sure to grab the far eggs first whenever possible. When that isn’t possible, a good cannon user can watch them.
|
||||
|
||||
## Rush
|
||||
|
||||
For Rush, most of the problems that squads can face while Overfishing relate to playing too safely. To have a higher score on this wave, risks need to be taken almost always. To build confidence, understanding the timer and weapon role fundamentals can be a good foundation.
|
||||
|
||||
Some risks that can be taken are going for farther Golden Eggs while you don’t have aggro before the next timer change happens or when someone is using a special, or moving up towards the incoming Chums with a weapon that can handle them. Positioning can help to make this process easier, so make sure to check out Maps channel on the Overfishing Server for more information.
|
||||
|
||||
It’s also important to know where to kill the Goldie especially with more powerful, high DPS weapons. Golden Eggs during Rush have predetermined spots as to where they land after the Goldie is killed, so figuring out the best possible location to kill the Goldie to minimize the Golden Eggs from landing too far is important. For example, you would want to kill the Goldie on Marooner’s Bay after it’s crossed the grate area and directly next to the basket on Salmonid Smokeyard.
|
||||
|
||||
## Grillers
|
||||
|
||||
In this wave, it’s important to kill the first Griller as soon as possible in order to spawn a new one faster to have a higher net Golden Egg gain. Two things are involved in this process: where to kill the Griller, and pathing the Griller.
|
||||
|
||||
Based on the map and tide combination, the location of where you kill the Griller changes. In most cases the Griller is killed closer to the basket except for the very first Griller since its Golden Eggs can be retrieved easily far away without wasting time.
|
||||
|
||||
Pathing the Griller involves knowing how Grillers move. All Grillers, no matter the tide or map, have a predetermined path on how they move. By memorizing the path, you can predict how the Griller will move for easier stuns.
|
||||
|
||||
The common thread between these two notions are speed: as stated before, speed is the name of the game and killing faster leads to more Golden Eggs. That’s why it’s very important to understand that for pathing Grillers you need to reduce the amount of turns it takes. This involves knowing where to stand to lead the Griller on the correct path, while also understanding that the fastest path isn’t the one with the shortest distance but rather the straightest path! More information can be found in the [Map masterpost](https://drive.google.com/drive/folders/1DxkNra90b1Esficr28uSSnsc9U4pha4p?usp=sharing)
|
||||
|
||||
## Goldie Seeking
|
||||
|
||||
For Goldie Seeking it’s important to be aware of all the possible Goldie paths to know where you should kill it in order to deposit the eggs as fast as possible and find the next Goldie. Generally this is as close to the basket as possible, particularly in HT where the Goldies are found and killed much faster, which leaves less time for depositing eggs.
|
||||
|
||||
In the case that the first Goldie spawns far from the basket, it’s preferred to already damage the Goldie and take those eggs as the Goldie will need more time to travel to the basket. Preferably you want to take 5 eggs as this will shrink the Goldie and thus speed up. At any point where there’s no eggs to be run or lessers to be cleared the strategy of getting an early egg can be applied.
|
||||
|
||||
On top of knowing the possible Goldie paths, it’s also important to use its head as a guide for knowing exactly where it’s heading. Take for example this Goldie spawn on Bay:
|
||||
|
||||

|
||||
|
||||
The path to D and A overlap which makes it more difficult to know which gusher the Goldie is heading towards. However, the Goldie has an added feature where with its head it will look at the gusher it’s heading towards. This can be used here to determine whether the Goldie is heading towards D or A, as the Goldie's head will be slightly more angled depending on if it's entering D or A. This is vital as it determines where the Goldie should be killed. If it enters D the Goldie must be killed just before the gusher which is before the grates. However, if the Goldie is heading towards A you want to avoid killing the Goldie before the grates as this will slow down the process of depositing the eggs. A reference for both of these paths can be seen in this tweet: https://twitter.com/Minaraii/status/1229254494497755136.
|
||||
You can find all the Goldie paths with the [Salmon Learn app](https://gungeespla.github.io/salmon_learn/)
|
||||
|
||||
When the timer gets close to 0 you might have to make a judgement based on the amount of eggs and time available, whether or not you should look for a next Goldie. Particularly on Mid Tide this becomes important as the process of finding a Goldie takes up more time. Because of this, if there’s not enough time left to deposit all the eggs left at the end of the wave it can be favourable to stop looking for a next Goldie and have the entire team focus on eggs. This can sometimes be like a coin flip though, as it’s possible for the next Goldie to spawn next to the basket, which could potentially allow for more eggs. However, on Mid Tide this is unlikely.
|
||||
|
||||
## Mothership
|
||||
|
||||
During this special wave, ideally you are constantly running Golden Eggs if weapon roles (long range, lightweight speed, etc) are applied. Because of this idea it’s possible to run Golden Eggs and kill Chinooks at the same time since you can throw bombs. You have the liberty to throw a bomb at any point because your ink tank is naturally full almost always. They can be thrown at coolers too to minimize the amount of lessers dealt with. Memorizing the predetermined spots where Chinooks drop their coolers / land can help with knowing where to throw bombs, and eventually it’ll be muscle memory.
|
||||
|
||||
Another strategy is Mothership Cheese, which refers to using weapons to hit the spawn point of Chinooks as they come out of the Mothership. It can be done with most of the longer range weapons such as Rapid Blaster Pro, Jet Squelcher, Ballpoint Splatling, Bamboozler, and many more. Some other weapons with smaller ranges but high velocity shots can also cheese the Mothership. One way is using the rails on Ruins of Ark Polaris mid tide or low tide Mothership by holding the jump button, shooting the weapon, and holding back so you don’t fall off to reach the spawn point. Another way is to use weapons with high velocity shots or ones with a large area of effect to hit the tube of the Mothership in a precise way that kills spawning Chinooks. Some weapons that can do this include the Nautilus 47, Luna Blaster, Sloshing Machine, Glooga Dualies, L-3 Nozzlenose, and more. Finally, some specials that can also reach the top of Mothership are Inkjet and Bomb Rush. They should only be used if Sting Ray and a cheesing weapon are unavailable.
|
||||
|
||||
After the Mothership has been repelled on the second approach, there is a 5 Chinook bonus that spawns directly after. The Golden Eggs that result from that bonus can sometimes land in unfavorable spots away from the basket that can’t be run in time before the wave ends. There are some ways to mitigate or prevent this from happening: 1) Grab the singular Golden Eggs as the Mothership latches onto the basket to free up pre-determined occupied Golden Egg spots or 2) Kill the bonus Chinooks late by stopping the Sting Ray and then restarting it in time. Some threads and clips that show off these strategies:
|
||||
|
||||
- [Freeing up a golden egg spot 1](https://twitter.com/gungeespla/status/1299347868898058241?s=21)
|
||||
- [Freeing up a golden egg spot 2](https://twitter.com/GungeeSpla/status/1298770992454459394?s=21)
|
||||
- [Delaying ray on the 5 Chinook bonus](https://twitter.com/gungeespla/status/1298647101467811840?s=21)
|
||||
|
||||
# Maps
|
||||
|
||||
## Spawning Grounds
|
||||
|
||||
### High tide changing boss path
|
||||
|
||||
On Spawning Grounds High Tide it’s possible for bosses to spawn very far on the grates. Especially in the case of Steelheads it’s common for players to trigger them as they’re still on the grates, which is slow for getting the Golden Eggs. To prevent this, it’s possible to change the path they take by clinging on the wall close to the basket as shown in this video: [Steelhead grate water drop through wall cling](https://twitter.com/GungeeSpla/status/1166746348235804672)
|
||||
|
||||
Additionally, this same effect can be achieved by standing on the lower ground while none of the other players are interfering with the lure:
|
||||
[Steelhead grate water drop through lower platform](https://twitter.com/GungeeSpla/status/1334169298009395201)
|
||||
|
||||
### Ramp inkjet lure
|
||||
|
||||
There are very minor, but important height differences located near the basket on Spawning Grounds. These can be used to pull off an inkjet lure for Steelheads spawning from the docks: [Spawning Grounds Inkjet Lure](https://twitter.com/GungeeSpla/status/1239212448898379776)
|
||||
Remember to not get too close to the Steelheads. The minor height difference just barely allows for this lure to be possible, so it’s very easy to accidentally trigger the Steelheads attack phase by getting too close.
|
||||
|
||||
## Marooner’s Bay
|
||||
|
||||
### Lift Lures
|
||||
|
||||
A very commonly used technique on Bay is the use of the propeller lifts to get bosses to the basket more quickly. These are used for Steelheads, Scrappers and Goldies during Fog. Other bosses cannot be lifted up (or they already go up regardless like maws).
|
||||
Especially for Steelheads this can require precise movement for the lift lure to work. By making the right movement it’s possible to prevent the Steelhead from starting its attack phase and instead move towards you onto the lift. Below are the 3 cases listed in order of least to most challenging.
|
||||
|
||||
**Left lift 1:**
|
||||
|
||||

|
||||
|
||||
It’s possible for Steelheads spawning from this location to go directly onto the lift. When this happens you simply need to get onto the lift at the same time the Steelheads goes onto it and shoot up the fan after it moves towards you against the wall.
|
||||
|
||||
**Right lift:**
|
||||
|
||||

|
||||
|
||||
Steelheads spawning from right will never go onto the lift unless this technique is applied. To get the Steelhead onto the lift you need to wait on top at the boat until the Steelhead reaches the location shown on the picture. From here you drop down onto the lift, and when timed properly the Steelhead should follow you onto the lift. Again, you wait until the Steelhead pushes you against the wall and then you shoot up the lift.
|
||||
|
||||
**Left Lift 2**
|
||||
|
||||

|
||||

|
||||
|
||||
While it’s possible for Steelheads spawning from the lowest dock to go directly onto the lift. It’s most common to see Steelheads go around the lift. Even though it's still possible to get them onto the lift.
|
||||
Similar to the **Right lift** lure you need to wait until the Steelhead reaches this specific spot as shown in the picture. However, additionally you need to make a very specific jump as shown by the pink arrow. After you make this jump you fall backwards and go back onto the lift. When done right the Steelhead should follow you onto the lift.
|
||||
|
||||
For more visual guidance it’s highly recommended to watch this video, which showcases all of these Steelhead techniques in more detail: [Steelhead Lift explained (full version)](https://youtu.be/OFpZEvKROeQ)
|
||||
|
||||
## Lost Outpost
|
||||
|
||||
### Anti-rain zones
|
||||
|
||||
An important aspect of rain (from Drizzler torpedos) is that it does not inflict damage onto players located below a ceiling or any other cover above them. For Lost Outpost there are several of these anti-rain zones:
|
||||
|
||||

|
||||
|
||||
Standing in any of these red boxes will prevent you from taking damage from rain, due to a ceiling hanging above these entrances. Note that there is not a ceiling located above the top entrance, so standing here will not prevent you from taking damage from rain. It’s common for Drizzlers to position outside the house, causing rain to damage players inside, so particularly on Lost Outpost the use of these anti-rain zones are very useful.
|
||||
|
||||
### Steelhead lures
|
||||
|
||||
It’s common for Steelheads attack phases to be triggered outside the house due to the little amount of space available inside, which slows down the process of luring them to the basket. As such, it’s common to use the inside walls to position yourself above the Steelheads hitbox, which stops it from starting another attack phase and instead lures them towards your position
|
||||
|
||||

|
||||
|
||||
These strategies become especially useful when the timer goes below 30, because as the timer runs out lures become more and more important. However, it’s worth noting that this strategy should not be excessively used. When the team is in position to simply retreat from the Steelhead the trick is not necessary. Only when the team is too close and dealing with other threats should this be done.
|
||||
|
||||
### Window awareness
|
||||
|
||||
The house blocks the majority of the view on this map and challenges a player’s awareness even more as a result. As such, using the windows to your advantage is important to not miss out on any boss spawns. Below is an example of using the windows for better awareness. However, there are far more angles possible to notice boss spawns. Try to utilize them all as much as possible.
|
||||
|
||||

|
||||
|
||||
### Window bomb trick
|
||||
|
||||
Using the window located in the direction of Low Tide you can also see if a flyfish is spawned in this location. When this is the case, it’s possible to hit the left launcher from within the window. However, the movement and bomb throw needs to be very precise for it to reach the launcher:
|
||||
|
||||
For Explosher it’s possible to even hit both of the launchers, with particularly the second shot requiring a very precise angle: [Flyfish window trick with Explosher](https://twitter.com/gameaka_ST/status/1288479989038346243)
|
||||
|
||||
## Salmonid Smokeyard
|
||||
|
||||
### Lift de-aggro
|
||||
|
||||
An important thing to remember is that lifts can be used to remove aggro Eels (and Grillers, but it’s preferred to not do this during grillers). Especially when going for far eggs or Stingers/Flyfish, these lifts can be used to prevent luring Eels away from the basket as you go away.
|
||||
|
||||
### Lift teamplay and usage
|
||||
|
||||
Having teammates push damage the fans can speed up the process of moving from one side to the other. In some cases it can even make the difference between one more egg. However, this requires a lot of trust in your teammates to both damage the fans, and also time them properly. Below are two examples showcasing this:
|
||||
|
||||
- [Lift Teamplay Example 1](https://twitter.com/GungeeSpla/status/1300703931194986496)
|
||||
- [Lift Teamplay Example 2](https://twitter.com/GungeeSpla/status/1300704648618098688)
|
||||
|
||||
Additionally, [fans can be used on their way back as well](https://twitter.com/reykodoes/status/1300800883819593728).
|
||||
|
||||
## Ruins of Ark Polaris
|
||||
|
||||
### Inkrail Steelhead lure
|
||||
|
||||
It’s possible for Steelheads coming from the shore (low tide) to be lured close to the basket by using the inkrail. You stay on the ramp (this ramp can be used to already lure Steelheads closer compared to staying at the basket) and as the Steelhead comes close you jump onto the rail to increase your height, which allows the Steelhead to walk further. [This video shows al scenarios, with the inkrail jump at the end](https://twitter.com/GungeeSpla/status/1298545009914859520)
|
||||
408
utils/data/sr/fundamentals.md
Normal file
408
utils/data/sr/fundamentals.md
Normal file
@@ -0,0 +1,408 @@
|
||||
SR Overfishing: Fundamentals
|
||||
|
||||
by [マー (Marty)](https://twitter.com/MartyBubbler)
|
||||
|
||||
# Introduction
|
||||
|
||||
Welcome to the Fundamentals section. This section aims to explain thoroughly every wave type in a way that makes it possible for newcomers to understand and become consistent at getting good egg scores on them. This is the place to start if you are a new player.
|
||||
|
||||
While strategies are crucial to everything in Salmon Run, execution speed has an important impact as well the higher score you aim for: reducing deaths, faster kills and movement and good awareness will all result in more eggs no matter how good your knowledge is. Therefore, improving your execution is a high priority. In the events that you are unfamiliar these movements, we recommend watching this video on [advanced techniques and tips](https://www.youtube.com/watch?v=VVzxXG446X4) by [Wadsm](https://twitter.com/TheWadsm).
|
||||
Most advanced movements carry over from PvP to Salmon Run, such as sub strafing (especially important when running eggs). If your goal is beyond playing for fun, it is highly recommended to use motion controls for quicker execution.
|
||||
|
||||
If you are switching from sticks to motion, it's important to remember that progress will take time. You will eventually see better results, but only after you made yourself familiar with understanding and using motion. As such, it is not recommended to instantly jump into a SR game after switching to motion. Make yourself comfortable with motion by going into the training room daily and that way discover the ins and outs of motion controls. For better guidance on getting started with motion, it is highly recommended to watch this video on [How to improve your aim](https://www.youtube.com/watch?v=XloXds3GldU) by [FLC](https://twitter.com/im_flc)
|
||||
|
||||
Mastering these basics, and thus improving your pace, has a very high priority. Your "pace" indicates how quick you are capable of making decisions and executing them and can be the difference in getting more eggs.
|
||||
|
||||
## General advice
|
||||
|
||||
If you aim for high level play, regular and efficient practice becomes important. You should expect to sink a lot of time into optimizing the mode and improve yourself as a player by recognizing and working on your mistakes, discussing with your team (if you play with a specific team, that is) and not being afraid to experiment (as it can lead to better strategies). Learning and assimilating every strategy is something that takes time. Mastering the fundamentals in this section is crucial to learning more advanced strategies and solidifying your understanding of Salmon Run, as they lay out the foundation for the highest scores.
|
||||
|
||||
## Productivity
|
||||
|
||||
Improving your execution and mastering advanced moves will allow you to boost your productivity during games. A productive player never stops during the game, even for ink recovery (as it is done while doing other things such as running eggs) and awareness (as you can look in the distance and around you while running eggs and killing bosses). Acquiring behaviours such as looking around and not staying passive WHILE doing other actions is therefore important over time. Feel free to practice these as you become comfortable with aiming and moving around without dying.
|
||||
|
||||
## Flexibility
|
||||
|
||||
An efficient player is one that adapts to the current situation and their weapon and teammates rather than follow strategies such as forcibly playing a role from the start (roles like egg runners and slayers are to be prohibited from high level play, except in very specific circumstances which have to do with weapon roles). Therefore, in Overfishing games, you preferably want to do what your weapon is best at without ignoring what your teammates are doing, as you may still have to do something less optimal with your weapon in specific cases (and having good execution in that case is a tremendous help). Adapting to the current situation requires a good understanding of the mode and good/quick decision making skills which are built over time after regular practice. As such, do not ignore your practice and always wonder if you could’ve made a better decision when it comes time to reviewing your gameplay. This’ll lay out a foundation for developing your flexibility skills.
|
||||
|
||||
## Awareness
|
||||
|
||||
While general awareness can become a team skill if you voice chat (VC), having great awareness as a player is important as well if you want to save even a second during games (since you will not hesitate) or for Freelance shifts (since you’re alone). Efficient players usually communicate with a simple This Way/Booyah system for awareness of some bosses and eggs, but over time it is more understood as a system to indicate your decision making to teammates, if you do not VC.
|
||||
Therefore, you are expected to improve your awareness to a point where you can notice boss Salmonids as they spawn, remember far egg locations and Snatchers, notice Drizzler torpedoes, notice and know what teammates are doing (so you can either help them or not interfere, in the events you are targeted by Flyfish missiles, for example) without any of it interfering negatively (hesitancy, execution mistakes) on your gameplay.
|
||||
Small tips for improving awareness include learning and playing with boss Salmonid spawn times kept in mind, looking around for far eggs, Snatchers and teammates, sounds (Drizzler torpedoes, bosses spawning behind you, etc.) and relying on game music or visual cues to guess how much time is left during the wave, when quota is met, and when you should consider using specials.
|
||||
|
||||
# Mindset
|
||||
|
||||
While playing, it is important to have a positive attitude towards your teammates and yourself that supports growth as an individual player and as a team. It is understandable that progress requires time and regular effort. A negative attitude will only make that progress exhausting in the long run.
|
||||
|
||||
While playing, it is also important to drop pride in specific things (boosting your own stats to the point it is detrimental to actual team play) for everyone’s growth. Good players understand that stats are not indicative of actual skill. Players who focus on their stats more than actual team play usually run few to no far eggs, do not deal with Flyfish and Stingers and focus heavily on bosses and lesser Salmonids around the basket. These actions go against the concept of Overfishing itself.
|
||||
|
||||
Players who have no pride in those things can more easily improve on flexibility and not tunneling (only seeing basket eggs, etc.). Outside of Overfishing sessions, one should try to analyze their recent games to notice mistakes and points that can be improved. Watching others’ gameplay is also good for getting new ideas on how to improve.
|
||||
|
||||
# Special Weapons
|
||||
|
||||
Knowing special weapon usage on each wave and not forgetting to use specials is one of the most important aspects of Overfishing. Unlike normal games, in which special weapons are used to win, special usage in Overfishing primarily revolves around pushing for scores in ways that normal weapons cannot due to their special attributes. Here is a list of the most important usage for each special.
|
||||
|
||||
## Splashdown
|
||||
|
||||
Deals 700 damage to anything entering its attack radius. Useful for dealing instantaneous damage to multiple Salmonids or for saving oneself from tough situations.
|
||||
|
||||
In general, this special is extremely good at helping the team recover far eggs on normal waves, Fog and Cohock Charge as it kills any lesser Salmonid around it. It can clear a Goldie path on Goldie Seeking as well and deal with both Grillers and Smallfries at once on Griller waves. Provided Steel Eels do not interfere, it can kill any boss except Drizzlers upon contact (Drizzlers, however, are left with only 200 HP left).
|
||||
|
||||
Additionally, it provides a few frames of invincibility upon landing, which can be useful for dodging threats such as Steelhead bombs (however, using the special solely for this purpose is not really good for Overfishing and should be avoided).
|
||||
|
||||
Steel Eels can completely negate the effect of a Splashdown. Be mindful if you have Steel Eel aggro to avoid getting trapped.
|
||||
|
||||
## Bomb Launcher
|
||||
|
||||
A very versatile special that provides blast damage and painting power to the team. Each bomb deals the same damage as a regular bomb.
|
||||
|
||||
This special becomes in situations where lots of eggs need to be collect but lesser Salmonids and other bosses such as Scrappers and Maws interfere.
|
||||
The special also shines in situations where many bombs need to be used, such as killing multiple Maws and Flyfish at once. Holding R can increase its range and allow it to guard far eggs from Snatchers and kill Stingers as well.
|
||||
|
||||
[(at 6:47) Example of a Bomb Launcher used to deal with multiple bosses at once.](https://youtu.be/rjS7bzrmmK4?t=407)
|
||||
|
||||
## Sting Ray
|
||||
|
||||
A special that can become game-breaking if used well, as it provides the ability to break Flyfish and Drizzler cycles on normal waves and pierce through any boss. It deals 4 damage per frame.
|
||||
|
||||
On normal waves, Fog and Cohock Charge, it is useful for killing unreachable Stingers and Flyfish (if other bosses need to be lured) and for dealing with situations involving multiple Scrappers and Steel Eels.
|
||||
|
||||
On Griller waves, the Sting Ray can be used to deal with Grillers without affecting positioning or ink tanks. The Sting Ray player should try to catch both Grillers and their Smallfries with the beam.
|
||||
|
||||
On Rush, the special is good at providing some cover from Chums and especially good at spawn-killing them, increasing the frequency of Goldie spawns.
|
||||
|
||||
On Goldie Seeking, it can sometimes be used to open far gushers from the basket.
|
||||
|
||||
Note that this special only deals 240 DPS to single targets, therefore it is not ideal against targets such as the Goldie on Goldie Seeking, unless your weapon deals less than 240 DPS.
|
||||
|
||||
## Inkjet
|
||||
|
||||
Another special with game-breaking potential if used well. Can be cancelled any time by diving into the water with it. Inkjet can also fly over shallow water to take shortcuts. Each shot deals 300 damage, and the exhaust deals 120 DPS.
|
||||
|
||||
On normal waves, Fog and Cohock Charge, it can be used to kill far Flyfish, Stingers and Steelheads. It can also be used to lure Steelheads to the basket by flying over the basket or on an elevated platform (more information can be found in the Advanced document). Additionally, the player can collect a far egg without losing time on the way back with this special.
|
||||
|
||||
On Rush, it should be used when the player is targeted (and preferably immediately when the target change occurs). It provides cover for the other players, who can refill their ink tank and collect eggs while the Inkjet players lures Goldies closer to the basket and shoots at far chums.
|
||||
|
||||
On Grillers, it can be used to attack Grillers while luring Smallfries away and killing them (with the exhaust).
|
||||
|
||||
On the Mothership, it can serve as a discount replacement for Sting Ray, provided the player can aim well and kill the Chinooks as they spawn.
|
||||
|
||||
On Goldie Seeking, the weapon can be used to open far gushers, like Sting Ray, and attack the Goldie while ignoring lesser Salmonids (the exhaust will slowly drain them of their HP).
|
||||
|
||||
Note that while using Inkjet, you cannot substrafe. Therefore, it is not ideal for egg collection near the basket at the end of the wave.
|
||||
|
||||
# Normal waves
|
||||
|
||||
Normal waves are the most common and arguably difficult wave types for high scores, and while they are usually worth less than some night events (except wave 3), becoming a consistent player will allow you to consistently reach 50, 60 or 65 eggs (for wave 1, 2 and 3 respectively) no matter what bosses spawn. Normal waves share some characteristics with night waves as well, such as the timer and boss spawn direction changes, which are crucial to every other wave type. The following advice does not strictly apply to normal waves but it does help in getting more consistent scores on them.
|
||||
|
||||
## Far and Basket Eggs
|
||||
|
||||
Collecting far eggs is a priority over basket eggs most of the time, unless the wave is almost over (the timer is below 30 seconds). This is because they are more difficult to retrieve and located near where boss Salmonids spawn. Therefore, if collected too late, they can cause the player to break too many boss Salmonid lures at once. This is sometimes not a problem early during the wave, but as the wave progresses luring becomes more important and inconsistent far egg running will lower scores.
|
||||
|
||||
Far eggs appear for the following reasons:
|
||||
|
||||
- Accidental kills (such as throwing a bomb and a Maws then intercepts it). This can cause bad situations if too many far eggs pile up, so it is important to avoid these.
|
||||
|
||||
- Unlurable bosses (most Flyfish and all Stingers). These far eggs can not be prevented but collecting them efficiently is important to mitigate the effects of potentially bad RNG on your score.
|
||||
|
||||
- Forgetting Snatchers near the basket. This can be prevented with good awareness. Note that some Snatcher routes involve bringing the eggs closer to the basket, which will be discussed more in the advanced section.
|
||||
|
||||
- Intentionally killing bosses early.
|
||||
|
||||
The latter is legitimate and good for productivity if multiple bosses come from different directions or very early into the wave (first 10 seconds of wave 1). For example, if a Steelhead comes from the right side of the basket and a Steelhead comes from the opposite side, stopping one early to kill it and collect its eggs while luring the other one is better than trying to lure both. Always keep in mind that gaining time is the key to getting higher scores.
|
||||
|
||||
Basket eggs, on the other hand, are easy to run, and are reserved for cases in which the player has run out of ink, is luring, or is killing other bosses at the basket. The host of the room is the player most fit to running basket eggs, as they do not suffer from any kind of lag. Therefore, if running eggs close to the basket when not luring makes you lose time, consider giving that task to the host.
|
||||
|
||||
While running either type of eggs, make sure to look around to keep good awareness.
|
||||
|
||||
Running far eggs can cause other problems, such as falling behind on killing bosses, if not done correctly. The problem can be mostly solved with appropriate **splits**. The most common type of split is the 3-1 split, with one player staying at the basket, collecting eggs and luring bosses from a specific direction while the other players go for far eggs. This is done to avoid accidentally luring boss Salmonids away from the basket. The player who stays at the basket is usually one who can be trusted to handle a few bosses at the basket, should they end up alone for some time, while waiting for others to return. Assuming all players are of equal skill, that player would have the weapon most fit for that specific task, or the host, if all weapons are similar in terms of killing potential for the specific situation at hand.
|
||||
|
||||
Other types of splits include the 4-0 split (often done at the beginning of the wave when 2 Stingers or Flyfish appear), the 2-2 split (when killing bosses at the basket or further on the stage requires 2 players, like Flyfish or Stingers protected by lesser Salmonids) and the 1-3 split (a weapon like Inkbrush can collect eggs quickly on grates and on their own).
|
||||
|
||||
Examples:
|
||||
|
||||
- [Example 1](https://streamable.com/8a33zn)
|
||||
|
||||
A 4-0 split is ideal here because the two Flyfish require the killing power of 4 players (4 bombs). If the killing is done quickly, the Steelhead is still lured to the basket without anyone waiting for it at the basket.
|
||||
|
||||
- [Example 2](https://streamable.com/npnnt8)
|
||||
|
||||
A 3-1 split with the Heavy Splatling waiting at the basket to kill Steelheads, as it has the most range. Others can gain time by killing some boss Salmonids early to stay productive.
|
||||
|
||||
- [Example 3](https://streamable.com/n7jdwo)
|
||||
|
||||
A 3-1 split with no one at basket, but with someone handling the next bosses on their own instead.
|
||||
|
||||
- [Example 4](https://streamable.com/8a018h)
|
||||
|
||||
A wave with multiple Stingers and Flyfish, forcing splits and consistent far egg luring when good opportunities present themselves, in order to reach 50 eggs.
|
||||
|
||||
Some weapons are better suited to running far eggs, and some are better suited to staying near the basket. These points will be discussed in the “Weapon Roles” channel on the Overfishing Server.
|
||||
|
||||
A wave with multiple Stingers and Flyfish, forcing splits and consistent far egg luring when good opportunities present themselves, in order to reach 50 eggs.
|
||||
|
||||
Some weapons are better suited to running far eggs, and some are better suited to staying near the basket. These points will be discussed in the “Weapon Roles” channel on the Overfishing server.
|
||||
|
||||
## Extension on Weapon Roles
|
||||
|
||||
Understanding every weapon, their strengths and limitations is important for good decision making and team play, as well as understanding what a weapon can do in a specific weapon composition (a Blaster can be one of many Stinger killers in a 4-Blaster comp, or the only one in a 3-Roller comp, which affects your decision making as others will be more reliant on you for Stingers). Feel free to improve your understanding of weapons with the help of the “Weapon Roles channel”, which goes into more details.
|
||||
|
||||
The general idea is that every action will be affected by your weapon, your teammates’ weapons and the comp itself. Teammate positioning is an important factor because you will sometimes be forced to do less optimal things with your weapon if it results in more eggs in the end, such as killing a Stinger with a Splat Roller (but you will never let someone kill a Stinger with a Dynamo if you feel pity). Remember that if a situation appears to be too much to handle before you even get involved, specials will help you tremendously.
|
||||
|
||||
For normal waves, weapon positioning is affected by pretty much every characteristic, reinforcing the idea that you must understand weapons well. For example, a Dynamo Roller is ideal to have around Stingers because it completely removes the threat posed by lesser Salmonids, but it will not be the one killing the Stinger itself. This is especially important on high tide as lesser Salmonids constantly block the way to far eggs.
|
||||
|
||||
Timer and Spawn Directions
|
||||
This part is possibly the most important one, more so for normal waves as it gives you partially the ability to predict what will happen. A player who understands the rules behind boss Salmonid spawns and makes it a habit to play in accordance with those rules becomes a well-informed player who is able to quickly take the right decisions and who doesn’t let Salmonids get progressively out of control.
|
||||
|
||||
As an example, someone who is comfortable with spawn direction changes will know to check around when the timer reaches a specific time and will immediately notice the next bosses that spawn, which is important in the case of Flyfish and Stingers as you can quickly deal with them and collect their eggs.
|
||||
|
||||

|
||||
|
||||
This table (from Minaraii) highlights important information such as when bosses can start spawning on a different area of the stage, and how many bosses will spawn before a direction change will occur. Do note that depending on hazard level, the number of bosses, as well as the timing for spawn direction changes are different.
|
||||
These rules apply to Rush, Grillers and Cohock Charge but they do not apply to Fog, as every Salmonid spawn is random on that wave type.
|
||||
|
||||
A notable exception to this rule **on normal waves and sometimes Cohock Charge** can happen with Flyfish on specific tide and stage combinations, such as mid tide Spawning Grounds. Because the number of spots that a Flyfish can occupy is limited in these specific instances, a Flyfish will be forced to spawn in a different direction. That spawn will not have any influence on the way the remaining bosses or lesser Salmonids will spawn.
|
||||
A way to tell that multiple Flyfish spawned at once on mid tide Spawning Grounds is that if a Flyfish is spawning at Hazard Level Max but you do not see any lesser Salmonids around it, then the other bosses are spawning elsewhere. Do not be fooled!
|
||||
|
||||
[Example of a normal wave-only shift with boss Salmonid spawn direction changes kept in mind (in particular on wave 1)](https://youtu.be/-uv_KNs5M04). Note how the Flyfish and Stingers are dealt with quickly, allowing for efficient far egg collection and luring.
|
||||
|
||||
On each tide, there are usually 3 specific areas (sometimes more) that Salmonids can come from (more information can be found in the [Map masterpost](https://drive.google.com/drive/folders/1DxkNra90b1Esficr28uSSnsc9U4pha4p?usp=sharing)).
|
||||
|
||||
## Boss Aggro
|
||||
|
||||
Boss Aggro is an important aspect that extends to other waves like Rush and Griller, however unlike those waves you usually lack a direct visual cue, or that cue is hard to see. On Rush and Griller, Glowflies and Griller lasers (red) make it easy for the player to guess at all times who the target is. On normal waves, Flyfish provide the most direct visual cue, as they face the person closest to them. Still, Flyfish do not solely attack the player who aggroed them, if they are not left crippled. The following information provides some ways to guess who has boss aggro:
|
||||
|
||||
- **Stingers:** the player who was furthest from them when their “looking around” animation begins becomes their target.
|
||||
|
||||
- **Flyfish:** the player closest to them becomes the target and is faced by the Flyfish. Additionally, an extra player gets targeted if the Flyfish is left uncrippled. The same player can be targeted by multiple Flyfish, but an uncrippled Flyfish will never target the same player with both of its launchers at once, unless the other players are dead. Keep in mind when you have Flyfish aggro before it fires as it will determine the direction the flyfish faces. Other players may not be able to aim at its launchers when positioned badly, unless someone will use a Sting Ray. Keep that in mind to avoid delaying kills.
|
||||
|
||||
- **Maws:** the player closest to them when they spawn, or the player closest to them after they attempt to bite becomes their target, unless that player is already targeted by a Maws, in which case the next closest player becomes the target. However, if there are more Maws alive than players, a player can be targeted by multiple Maws. It is possible to get rid of Maws aggro by staying on a grate without moving or by wall clinging over a window on Lost Outpost, but that is usually not useful outside of specific scenarios, like a Hydra player killing Stingers from a grate without moving.
|
||||
|
||||
- **Steel Eels:** the player closest to them when they spawn becomes their target, unless that player is targeted by another Steel Eel. Multiple eels can only target the same player if there are more Steel Eels alive than players. It is possible to get rid of Steel Eel aggro by staying on a lift on Marooner’s Bay or Salmonids Smokeyard (or jumping near a lift’s possible moving path). While there is a visual cue that indicates who is targeted, which is the eel driver looking at their target, that cue is difficult to notice in actual games.
|
||||
|
||||
- **Drizzlers:** the player closest to them when they land will become their target if the player enters the Drizzler’s territory, and will be targeted by their torpedoes. Keep that in mind if you are going to stay near the basket area to avoid causing problems with rain. For example when targeted you can change your position to the drizzler so that it shoots away from the basket, or you can just shoot down the torpedo. When luring a Drizzler, the Drizzler will jump to a possible Drizzler landing spot near the player closest to it.
|
||||
|
||||
[Salmon Learn](https://gungeespla.github.io/salmon_learn/)
|
||||
|
||||
This tool from [ガンジーさん](https://twitter.com/GungeeSpla) can help you familiarize with how Drizzlers jump and where they can land.
|
||||
|
||||
Example:
|
||||
|
||||

|
||||
|
||||
The blue circle around the Drizzler indicates the area in which stepping inside will cause it to stop jumping and start launching torpedoes for 2 cycles. The arrow indicates where it’ll jump next, either after 2 cycles or if the closest player is outside of the blue area. Because the closest player is closest to A, the Drizzler will jump to A.
|
||||
|
||||
- **Steelheads:** the player closest to them will be their target. If that player stays far enough, the Steelhead will be lured. Once the player steps inside the Steelhead’s aggro range, the Steelhead will start attacking, still facing the closest player.
|
||||
|
||||
- **Scrappers:** when they spawn, Scrappers are in an “unattacked” state which makes them target the player closest to them. Once they are attacked by a player, they will always target that player regardless of who is closest (until that player dies). If your teammates are going for far eggs and you are staying or going back to the basket area, shooting a Scrapper to have its aggro is ideal.
|
||||
|
||||
Lesser Salmonids and Goldies (Fog only): they target the player closest to them. Their aggro doesn’t change immediately if you are not the host (more on that in the “Advanced” section).
|
||||
|
||||
# Fog
|
||||
|
||||
Normal-wave strategies apply to this wave. However, unlike normal waves, bosses and lesser Salmonids do not spawn in groups until the timer reaches a specific point. Therefore, while the number of bosses is the same, every boss has a chance to spawn in a specific area. Having good awareness is important on this wave.
|
||||
|
||||
## Luring Goldies and Host Powers
|
||||
|
||||
Delaying Steelhead kills when they are near Goldies, or killing Steelheads before the combination becomes a problem is viable. If possible, it should be done before the Steelhead gets close to the basket.
|
||||
|
||||
Goldies should be lured right on top of the basket (unless the timer has reached 5 seconds left). If the Goldie drops 10 eggs, it is preferable for the host to collect those eggs, unless a heavy weapon needs to stay near the basket while the host is dealing with far bosses.
|
||||
|
||||
# Cohock Charge
|
||||
|
||||
A normal wave disguised as a night wave. Has the same potential as normal waves score-wise.
|
||||
|
||||
## Cannon Usage
|
||||
|
||||
Cannon usage varies per stage. Currently, the most efficient strategies are the following ones.
|
||||
|
||||
### Spawning Grounds
|
||||
|
||||
One player uses a lower cannon, and someone else takes over when said player runs out of ink. It is possible not to lure bosses from the right side until the timer reaches 28 seconds left. The top cannon is only used if the basket area gets overrun.
|
||||
|
||||
### Marooner’s Bay
|
||||
|
||||
One player only uses cannons. The top cannon (or sometimes left one) is preferably used. A trick exists that allows the player to aim closer to the basket when entering the cannon.
|
||||
|
||||
- [Short example](https://twitter.com/TYMunchaDoopl/status/984559556448497664)
|
||||
- [Full wave example](https://youtu.be/DDrA6tCv9iA)
|
||||
|
||||
### Lost Outpost
|
||||
|
||||
One player uses cannons (preferably the one on the right side). There is nothing of note on this stage. Teammates should make sure not to make Flyfish face away from the cannon player. The cannon player should make sure to move back for Drizzler lures from the right side.
|
||||
|
||||
### Salmonid Smokeyard
|
||||
|
||||
One player uses cannons (preferably the right one as it can reach all Flyfish parking spots). The left cannon may have to be used for the leftmost Stinger, but someone can hop in the cannon and kill it if they notice it.
|
||||
|
||||
### Ruins of Ark Polaris
|
||||
|
||||
Two players use cannons until bosses stop spawning (preferably the left and mid cannons), then one player keeps using a cannon. Teammates should make sure to cripple the middle Flyfish until bosses stop spawning to avoid causing problems to the cannon players.
|
||||
|
||||
One cannon player should focus more on killing Snatchers after they have taken eggs with them underwater, as these eggs can be dropped near the basket (allowing for less luring until ~28 seconds left). This trick is called “Snatcher optimization” and is very important here.
|
||||
|
||||
[Ark Polaris Snatcher Optimization](https://twitter.com/shyaroa/status/1233392770095570944)
|
||||
|
||||
Additionally, special weapons can be used as ink refills on this wave if needed.
|
||||
|
||||
## Roles
|
||||
|
||||
Players who run eggs should be mindful not to lure Maws and Flyfish missiles towards the cannon players (especially on Spawning Grounds and Ruins of Ark Polaris).
|
||||
|
||||
Ideally, players of equal skill will let weapons with slow swim speed use cannons, and fast weapons to collect eggs. This can be changed if specific players are more comfortable with cannon usage. Grizzco Slosher and Grizzco Charger, due to their immense power against Cohocks, Flyfish and Stingers, should not use cannons whenever possible.
|
||||
|
||||
# Rush
|
||||
|
||||
This wave tests the team’s ability to play with the timer and spawn change directions in mind without making too many mistakes. The score increases as the team plays less safely without making mistakes.
|
||||
|
||||
## Timer and Spawn Direction Changes
|
||||
|
||||
Refer to the “Normal Waves” section for more information. Rush Chums and Goldies spawn in the same areas as other boss Salmonids.
|
||||
|
||||
## Targeting
|
||||
|
||||
Rush Chums and Goldies will target the player surrounded by Glowflies. Glowflies change their targets in accordance with the timer and spawn direction rules. **This applies regardless of possible targeting changes due to deaths.** Therefore, deaths do not necessarily make it safer to move forward (or retreat if you become the new target) as there could be a new target immediately afterwards.
|
||||
|
||||
## Rush Mechanics and Killing Chums Early
|
||||
|
||||
Killing Chums early is an important part of playing Rush at a high level. Doing so prevents Salmonids from reaching the limit of 32 Salmonids on the stage at once (for this wave and at Hazard Level Max only). 6 Chums spawn per second on Rush (still at Hazard Level Max). Every 20th spawn is a Goldie. Therefore, the limit is reached within 5 seconds if Salmonids are not killed early.
|
||||
Running eggs efficiently is also important to prevent Snatchers from spawning, as they have a higher priority than Chums (but are much slower and can cause traffic jams on multiple stages).
|
||||
|
||||
Players with weapons ideal for killing Chums early (such as Rollers, ink-efficient shooters, long range weapons, Splat Brellas, Grizzco Slosher, etc.) should move forward and kill Chums without actually killing Goldies (as it makes egg collection harder). Rush Chums have lowered HP, therefore more weapons can deal with them quickly (like Carbon Roller).
|
||||
When a player moves forward, it is important for them to remember that Glowflies can change targets. Said player should retreat a little to a safer spot before the target changes, unless they have a special that can protect them (such as Inkjet).
|
||||
|
||||
## Positioning
|
||||
|
||||
Targeted players should try to make the Chums and Goldies reach the basket as fast as possible by making them take straight paths to the basket. Targeted players can still stay back a little compared to their teammates, since they can die more easily.
|
||||
Players not targeted can run eggs while killing Goldies and one of them can move forward to kill Chums early. Unless the player has Inkjet (or sometimes Splashdown), it is recommended to retreat to a slightly safer spot 1 second before a direction change (or more depending on the distance between the player and the target) to avoid deaths. Once the spawn direction change has occurred, the targeted player can stay where it is optimal to do so (so Goldies can reach the basket quickly), but keep in mind that the last Chums/Goldies from the previous spawn direction change also need to reach the basket (in addition to those from the new spawn direction), so it may appear as though enemies come from multiple directions for a second or two.
|
||||
|
||||
On high tide Lost Outpost, due to the way spawn directions work, Chums and Goldies can often split due to positioning and come from both the dock and shore directions. The targeted player, if they do not have Inkjet or Splashdown, can use a safer position on the ramp behind the basket.
|
||||
|
||||
## More Information on Special Usage
|
||||
|
||||
Sting Ray and Inkjet are the most important specials as they provide a way to deal with far chums quickly and efficiently, and protect oneself from harm while dealing with everything alone, respectively. They should be used whenever possible on Rush. Sting Ray becomes more valuable on mid tide. Inkjet provides an opportunity for the team to refill their ink tank and run eggs, if the Inkjet is used right as Glowflies target the Inkjet player.
|
||||
|
||||
# Grillers
|
||||
|
||||
A wave that used to be less than ideal for high scores, it now is usually a good way to get good scores, especially on high tide.
|
||||
|
||||
## Total HP and HP Needed to Stun
|
||||
|
||||
Grillers have 2,200 HP. They require exactly 401 HP to stun, meaning that stunning Grillers is a team effort when lower DPS weapons or some Charger weapons are in the weapon composition. On the other hand, weapons like Hydra Splatling can solo-stun Grillers on their own more often since they can deal more than 400 damage fairly quickly.
|
||||
|
||||
## Weapon Roles
|
||||
|
||||
Knowing what each player is supposed to do becomes especially important at Hazard Level Max, even more so on high tide if the team is hoping not to delay Griller kills for higher scores. The player with the best Smallfry killing potential should stay near the Grillers (while paying attention to teammate movement to avoid deaths) to lure the Smallfry towards themselves and make the job easier for their teammates. Some weapons, like Clash Blaster, can deal damage to both the Grillers and Smallfries at once, making them ideal. In the event that the weapon composition does not have a good Smallfry killer, multiple players have to shoot Smallfry without delaying egg collecting (on high tide especially), and special weapons will need to be used often to counter the problem.
|
||||
Weapons like E-liter or Hydra Splatling can solo stun Grillers on their own but they are slow charging, meaning that they should not focus on collecting eggs too often.
|
||||
|
||||
More information on weapon stats can be found in the “Weapon Roles” on the Overfishing server or this [Spreadsheet on weapon data](https://docs.google.com/spreadsheets/d/1PceSunPGuY_9RPW1zBpd8zLYhFVJtuwzhkk3R9juvug/edit?usp=sharing). Knowing what damage each weapon can deal, if they have a large AoE and if they require time to deal damage is a good way to figure out weapon roles for this wave type.
|
||||
|
||||
## Luring and Stunning
|
||||
|
||||
Luring is an important part of playing Grillers, as the players ideally want the Grillers to take the fastest routes and get stunned in a convenient spot that makes it easy to collect eggs quickly. A less experienced team should try to lure the Grillers close to the basket to familiarize themselves with Griller luring and egg collection between kills. An experienced team should kill the Grillers whenever possible while still collecting eggs to speed up Grillers spawns and therefore make the final score higher.
|
||||
|
||||
More information on where to stun Grillers can be found in the “Maps” and “Advanced” section. Grizzco Weapon-only rotations are ideal for less experienced teams who wish to familiarize themselves with advanced play on this wave type, as the Grizzco Slosher provides an easy way to stun Grillers without affecting teammate positioning.
|
||||
|
||||
At the end of the wave, figuring out who has aggro may be important. There may be many eggs to run but not enough time to kill the last Griller, so it should be lured away. Do so if you believe that the total DPS of the comp is not enough to kill the Griller before the timer has reached ~5 seconds left.
|
||||
|
||||
## Positioning
|
||||
|
||||
Targeted players should make the Grillers take the shortest (straight) paths to the basket, while their teammates stay in a position that will let them deal damage easily to a Griller’s tail. The targeted player is trusted to position themselves correctly immediately and not affect their positioning in a way that would get their teammates killed by the Grillers. Moreover, targeted players should be in a position that lets them deal damage to the Grillers with the latter still taking the fastest paths. Such ideal positions exist on all stages.
|
||||
Bad positioning can result in teammates dying, the targets getting sandwiched between two Grillers, eggs dropping too far from the basket on some high tides (especially on Ruins of Ark Polaris), etc.
|
||||
|
||||
## Differences between Mid tide and High Tide
|
||||
|
||||
Mid tide Grillers provide more time for teams to refill their ink between Griller kills. This isn’t the case on high tide where each mistake will be costly. Specials become more important on high tide to keep up with Griller spawns, unless the weapon comp is exceptionally good (Grizzco weapons, Dapple Dualies, etc.). Therefore, Griller luring is usually stricter on high tide, especially with less ideal weapon comps, to make egg collection faster. With amazing weapon comps, luring can be done like on mid tide, provided the team plays the wave near perfectly. High tide Grillers provide higher scores than mid tide Grillers, especially on Marooner’s Bay and Ruins of Ark Polaris.
|
||||
|
||||
# Goldie Seeking
|
||||
|
||||
This wave is more RNG dependent on stages like Lost Outpost and Spawning Grounds but it can result in extremely high scores with high DPS weapons, decent RNG, and if played well and quickly (+100 eggs on high tide Ruins of Ark Polaris, for example).
|
||||
|
||||
## Maps for Opening Gushers
|
||||
|
||||
The gusher maps can also be found on [Salmon Learn](https://gungeespla.github.io/salmon_learn/).
|
||||

|
||||
Weapons with quick access to long range should be the first to open gushers when possible. Without VC, Booyah can be used for low gushers and This Way for high gushers. Opening gushers is a high priority but the task can be slightly delayed in the event that too many far eggs have to be run.
|
||||
|
||||
## Goldie Size
|
||||
|
||||
On Goldie Seeking, a Goldie’s total HP is 6,500. As the Goldie gets attacked, its size shrinks after specific thresholds.
|
||||
|
||||
- Big Goldie: from 6,500 to 4,000 HP (total: 2,500 HP). The Goldie drops 1 egg for every 500 damage deal to it.
|
||||
- Medium Goldie: from 4,000 to 2,000 HP (total: 2,000 HP). 1 egg is dropped for every 400 damage.
|
||||
- Small Goldie: from 2,000 to 0 HP (total: 2,000 HP). 1 egg is dropped for every ~333.33 damage.
|
||||
|
||||
As the Goldie shrinks to a smaller size, it moves faster. The ideal strategy for Overfishing on large stages is, when possible, and provided that no other far eggs have to be run, to attack the Goldie as it is found and drop 5 eggs so that it can shrink to medium size, allowing it to move faster.
|
||||
|
||||
## Weapon Roles
|
||||
|
||||
Long range weapons with quick access to their maximum range are ideal for opening gushers. High damage weapons / weapons with a good AoE should focus on cleaning up lesser Salmonids and Snatchers while collecting eggs after the Goldie has been killed.
|
||||
|
||||
DPS is important for Overfishing on this wave. If the weapon composition’s DPS is average or lower, damaging the Goldie early without waiting to lure it is preferable and viable, provided that the eggs do not get lost to Snatchers.
|
||||
|
||||
# The Mothership
|
||||
|
||||
A fairly easy wave but depending on the stage and tide, the potential for high scores is either very high (+90 on high tide Ruins of Ark Polaris, +70 on low tide Salmonid Smokeyard, Spawning Grounds and Lost Outpost) or really low (less than 60 on mid tide Spawning Grounds)
|
||||
|
||||
## Coolers
|
||||
|
||||
Some coolers are better to destroy than others. Indeed, it is preferable not to destroy coolers in bad spots so as to leave those spots occupied, since it’ll increase the number of coolers landing in “good spots”. Check the “Map” channel to see which spots are good and get coolers more frequently.
|
||||
|
||||
## Weapon Roles
|
||||
|
||||
Long range weapons should make it easier for the other players to run eggs by shooting down most coolers, however, they also need to collect eggs themselves outside of specific instances.
|
||||
|
||||
Long range weapons can, on some stages and tides, drop eggs near the basket. In these instances, it is fine for them to collect less eggs. More information on where long range weapons should stand to make this trick possible can be found in the “Map” channel.
|
||||
|
||||
[Example of a long range weapon getting the eggs to drop near the basket.](https://www.youtube.com/watch?v=PGaSvqEzolE)
|
||||
|
||||
Light weapons should focus on the farthest eggs (within reason) to make it easier for the rest to collect eggs efficiently. Well-timed bombs can also reach coolers and Chinooks before they fly away.
|
||||
|
||||
## Special Usage
|
||||
|
||||
In Overfishing, it is preferable to use 2 Sting Rays, 1 per approach. For the second approach, it is also possible to use a Splashdown to allow a player to run a far egg while the Mothership is on the basket.
|
||||
|
||||
The Mothership should not be repelled until the Sting Ray is about to end, except on the second approach when the timer has reached 8 seconds left.
|
||||
|
||||
On the first approach, Sting Ray should be used a second before the Mothership reaches the basket (the time at which this happens depends on the stage and tide).
|
||||
|
||||
On the second approach, Sting Ray should be used around ~14 or 13 seconds left, and the Mothership should be repelled at 8 seconds left.
|
||||
|
||||
# Freelance
|
||||
|
||||
Freelance differs from Overfishing in that the only goal is to win. Therefore, any strategy that aims to boost scores is either useless or counter-productive in Freelance (because players of different skills may not understand said strategies in this context). Luring results in harder Freelance games, and using specials to boost scores when the quota is almost met results in wasted specials. Be mindful of what your teammates do during games to make winning as easy as possible. Not overluring is usually effective. Not dying and executing fast also become important in more games, since you sometimes do not have a teammate who can cover for any mistake, however slight it is.
|
||||
|
||||
- [Salmonid Smokeyard Freelance Lossless](https://www.youtube.com/watch?v=AXioj-Bq-tI)
|
||||
- [Ark Polaris Freelance Lossless](https://www.youtube.com/watch?v=_Dr7zUs49S4)
|
||||
- [Ark Polaris Freelance Lossless Part 1 (JP)](https://www.youtube.com/watch?v=p_fuKA1ZZHs)
|
||||
- [Ark Polaris Freelance Lossless Part 2 (JP)](https://www.youtube.com/watch?v=XnRGbdqfSHc)
|
||||
|
||||
Twinlance is a variant of Freelance in which you play with a specific teammate and recruit two random players every time. The combined average (rank-wise) of the two players will usually boost the difficulty compared to full Freelance games. Understanding weapon weaknesses is therefore important in twinlance for optimal games: you wouldn’t want to let your partner deal with Stingers as Dynamo Roller, for instance.
|
||||
|
||||
# Princess
|
||||
|
||||
Princess shifts are different from Overfishing in that only a specific player, the Princess, runs golden eggs, while her teammates (the Knights) do most of the killing . Therefore, while some concepts from Overfishing carry over to this type of games (such as luring), other unique strategies come into play (such as being more flexible with weapons, taking enemy aggro more freely, luring more strictly, etc.).
|
||||
|
||||
## Princess Gameplay
|
||||
|
||||
The Princess (the player who runs eggs only) will want to optimize their egg running abilities as much as possible by:
|
||||
|
||||
- Being extremely comfortable with substrafing
|
||||
- Not dying whenever possible but without playing too safely
|
||||
- Being able to dodge enemies well
|
||||
- Understanding what golden eggs to collect first
|
||||
- Being able to deposit at the tip of the deposit radius around the basket (more information can be found in the “Advanced” sections)
|
||||
- Being able to use bombs effectively
|
||||
- Kill some bosses on their own if the 3-1 split happens
|
||||
|
||||
## Knight Gameplay
|
||||
|
||||
Knights will need to optimize their killing abilities as much as possible. In particular, they should:
|
||||
|
||||
- Be able to deal with any boss combination quickly no matter their weapon
|
||||
- Not die whenever possible without playing safely
|
||||
- Have extremely good awareness so that Flyfish and Stingers can be dealt with quickly. Taking their aggro sometimes work when other bosses need to be lured heavily
|
||||
- Be comfortable with any weapon
|
||||
|
||||
While these things greatly improve Overfishing games, they are quite the basis for Princess games as there is more pressure on managing ink well and not making mistakes for the Knights.
|
||||
41060
utils/data/weaponData.json
Normal file
41060
utils/data/weaponData.json
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user