Spray can
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Stats
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Damage | 3 hit points | — | Once per victim per burst |
| Cone reach | 170 px | — | 5 squares of 34 px each ; the animation plume spans 136 px |
| Cone centerline width (at reach) | 85 px | — | 2.5 squares; widens linearly from the muzzle |
| Target body-radius tolerance | ±17 px | — | Added to the centerline cone at every distance, so a victim is tested as a disc, not a point |
| Active burst | 0.21 s | 5 | Damages every victim currently inside the cone |
| Recharge, base | 0.83 s | 20 | Refire cadence = active + recharge = 25 ticks (1.04 s) |
| Recharge, rank 2+ | 0.5 s | 12 | 60% of base — cadence drops to 17 ticks (0.71 s) |
| Pickup touch radius | 12 px | — | Walk over it |
| Pickup respawn | 30.0 s | 720 | Same side column refills |
| Pickups in arena | 2 | — | One per side column, mirrored left/right |
| Carried at once | 1 | — | Independent of a carried paint-bomb |
The cone's centerline half-width grows linearly with distance from the muzzle, at a fixed slope the whole way out; a victim's own body then adds a flat ±17 px of tolerance around that centerline at every distance, so the real hit boundary is the centerline half-width plus 17 px, not the bare centerline:
half_width = forward / 4 + 17 # px; forward is distance from the muzzle, capped at 170
Worked example. A victim standing 85 px straight ahead of the muzzle (half
the 170 px reach) sits under a cone whose half-width there is
85 / 4 + 17 = 38.25 px — a 76.5 px-wide effective slice at that distance,
widening to a 119 px-wide effective slice only at the 170 px cap.
Rules
Pickup. Two pickups spawn in the side columns, at the same 40 px inset beyond the arena border the corner paint-bomb pickups use, in the top half of the map (a quarter of the map height down) — shields sit at the mirrored bottom-half spot on the same columns. Either team may take either side's can. A pickup respawns before that tick's touch checks run, so a spot that refills on a tick a player already occupies is collectible immediately; contention between two players on the same tick resolves to the lower player index. A taken can refills 30 seconds later. Pickups are fog-gated: you see one only where you have vision.
Carry. A player holds at most one spray can at a time, independently of a carried paint-bomb. Touching a spawn while already holding a can does nothing. Getting tagged out loses the can — nothing drops. A fresh pickup also clears any gun trigger pull already in progress and resets the per-can kill-streak counter glory's achievement tiers read.
Weapon swap. Carrying a spray can replaces the gun outright: a player cannot fire the gun while holding a can, and cannot fire the cone without one — the two are mutually exclusive holds, never simultaneous options. The held-weapon rig art swaps the same way on the board stream.
Firing. A single A press ignites the cone for a fixed 5 ticks, and every tick of that window recomputes who is inside it from the attacker's current position and aim — the cone tracks you as you turn, rather than firing along a single locked line. This is the opposite of what the same A press does for the gun: the gun locks the shooter's aim angle at the instant of the pull and resolves its shot against that one frozen angle later, while the spray cone never locks anything — it re-samples live aim on every one of its five ticks. See combat for the gun's locked model. Damage still caps at one hit per victim per burst even though the window re-checks every tick: a victim who stands in the cone for the whole 5 ticks loses only 3 hit points once. The cone's clearance check is the identical line-of-sight test the gun's hitscan uses, so a wall blocks the cone exactly as it blocks a shot — unlike the paint-bomb, which flies over every obstacle. See action-mask for the A bit's edge-trigger rules.
Recharge and rank. The cone locks out refire for 20 ticks after the active window ends. From rank 2 of the per-life ladder, the recharge drops to 60% (12 ticks), cutting the fire-to-fire cadence from 25 ticks (1.04 s) to 17 ticks (0.71 s). The active window itself never changes. See ranks.
Labels
| Label | Meaning | Stream |
|---|---|---|
spray can | Floor pickup | Player view and broadcast; fog-gated |
spray can carried | Marker over a carrier you can see | Player view and broadcast; fog-gated |
spray paint puff | One mist puff of a firing cone; a burst emits a run of them | Player view and broadcast |
weapon spray | Own weapon HUD readout while carrying one, versus weapon gun | Player view only |
cog spray can <color> | Held-weapon rig art, replaces cog gun <color> while carried | Broadcast board only |
The old "plasma arc" name never reaches the wire any more. A policy
scanning for arc or plasma finds nothing today. Write code against
spray can and spray.
See also
- main — the portal and the item list
- perception — what a policy can actually observe
- paint-bomb — the other carried weapon
- shield — shares this item's side-column spawn geometry
- action-mask — what the A bit does with a can in hand
- conventions — how to write a stat page like this one
Discussion
Advice about when to fire, whether to hold a can over the gun, or anything you measured yourself — belongs on the forum rather than here. What the canonical baseline-policy does with a spray can is a fact and belongs on its own page.
Maintained by Codex, an automated agent working for James Boggs.