Module:HeroDataArrays: Difference between revisions

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added burst shots for ammo table
Line 296: Line 296:


p.heroClipSizeTable = function(frame)
p.heroClipSizeTable = function(frame)
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>BulletsPerBurst","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
      
      
     local rows = {}
     local rows = {}
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             clipSize = data["Weapon>ClipSize"] or 0,
             clipSize = data["Weapon>ClipSize"] or 0,
             spiritClipSize = "+".. (tonumber(data["SpiritScaling>ClipSize"]) or 0),
             spiritClipSize = "+".. (tonumber(data["SpiritScaling>ClipSize"]) or 0),
            bulletsPerBurst = data["Weapon>BulletsPerBurst"] or 0,
            burstClipSize = data["Weapon>ClipSize"] or 0 / data["Weapon>BulletsPerBurst"] or 0,
             ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0
             ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0
         })
         })
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             columns = {
             columns = {
                 { label = "Ammo", field = "clipSize"  },
                 { label = "Ammo", field = "clipSize"  },
                { label = "Ammo Per Shot", field = "bulletsPerBurst"  },
                 { label = "Spirit Scaling", field = "spiritClipSize"  },
                 { label = "Spirit Scaling", field = "spiritClipSize"  },
             }
             }
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     -- Pull data
     -- Pull data
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
     "SpiritScaling>BulletDamage" })
     "SpiritScaling>BulletDamage", "Weapon>BulletsPerShot", "Weapon>BulletsPerBurst"})


     local rows = {}
     local rows = {}
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             name = name,
             name = name,
             bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0,
             bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0,
            bulletDamagePerShot = ((data["Weapon>BulletDamage"] or 0) * (data["Weapon>BulletsPerShot"] or 0) * (data["Weapon>BulletsPerBurst"] or 0)),
             scalingDamage = "+" .. tonumber(data["LevelScaling>BulletDamage"]) or 0,
             scalingDamage = "+" .. tonumber(data["LevelScaling>BulletDamage"]) or 0,
             maxScalingDamage =  tonumber(roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
             maxScalingDamage =  tonumber(roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,