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== Overview == The '''Buildup''' module provides functions for calculating the Status Effect Buildup per shot for heroes. This is used for items that apply a status effect based on filling a meter (e.g., {{ItemIcon|Toxic Bullets}}, {{ItemIcon|Silencer}}, {{ItemIcon|Inhibitor}}). The calculation normalizes the buildup based on the hero's Fire Rate (RPS) to ensure the time-to-activate is roughly consistent across different weapon types. It references [[Data:HeroData.json]] for weapon stats (RPS, Spin-up) and [[Data:ItemData.json]] for the item's base buildup value. == Functions == === main === The primary entry point used by [[Template:Buildup]]. It automatically detects whether to generate a full table or a single value based on the number of parameters provided. === get_bps === Calculates the specific buildup percentage per shot for a single hero. ==== Parameters ==== * '''hero_name''' - Name of the hero in English (e.g., "Abrams") or the hero key. * '''item_name''' - Name of the item (e.g., "Toxic Bullets"). ==== Example ==== <pre>{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}</pre> Returns: <code>{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}</code> === write_buildup_table === Generates a sortable wikitable listing the buildup percentage and shots-to-proc for every valid hero. ==== Parameters ==== * '''item_name''' - Name of the item (e.g., "Silencer"). ==== Example ==== <pre>{{#invoke:Buildup|write_buildup_table|Silencer}}</pre> == Internal Logic == The module uses the following formula derived from the game's mechanics: <math>BPS = \frac{100}{BaseBuildup \times (RPS_{effective} + 1)}</math> The '''Effective RPS''' is determined by analyzing specific hero mechanics: * '''Standard Heroes:''' Uses the standard <code>RoundsPerSecond</code> from the data files. * '''Spin-Up Heroes:''' For heroes like [[McGinnis]], the calculation uses their ''Max Spin'' RPS. * '''Burst/Hybrid Heroes:''' For heroes like [[Paige]] and [[The Doorman]], the game displays a Fire Rate that includes an "Intra-Burst" delay, but the Buildup mechanic ignores this delay. The module detects this configuration (Burst Count = 1, but Interval > 0) and mathematically removes the interval to determine the true Effective RPS. * '''Shots to Proc:''' The table uses <code>math.ceil</code> to always round up, ensuring accuracy for cases like [[Kelvin]] where the math results in 19.99% (requiring 6 shots, not 5).
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