Module:Buildup/doc

Revision as of 16:57, 20 January 2026 by LVL (talk | contribs) (Documentation of buildup module.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

This is the documentation page for Module:Buildup

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.,   Toxic Bullets,   Silencer,   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

{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}

Returns: 7.4

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

{{#invoke:Buildup|write_buildup_table|Silencer}}

Internal Logic

The module uses the following formula derived from the game's mechanics: BPS=100BaseBuildup×(RPS+1)

  • Spin-Up Heroes: For heroes like McGinnis, the calculation uses their Max Spin RPS to ensure accurate representation of their intended buildup rate.
  • Shots to Proc: When generating tables, the module uses a Ceiling function (rounding up) to determine shots required. This accounts for cases like Kelvin where the math results in 19.99%, requiring 6 shots rather than the mathematically rounded 5.