Module:LevelTables: Difference between revisions

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LVL (talk | contribs)
Updated Shiv and yamato's base alt fire damage.
One Bar (talk | contribs)
Null check missing hero properties
Line 68: Line 68:
local base = math.floor((hero[property] or 0) * 100) / 100
local base = math.floor((hero[property] or 0) * 100) / 100
local level = math.floor(hero["LevelScaling"][property] * 100) / 100
local level = math.floor(hero["LevelScaling"][property] * 100) / 100
local shots = hero["BulletsPerShot"]
local shots = (hero["BulletsPerShot"] or 1)
local burst = hero["BulletsPerBurst"]
local burst = (hero["BulletsPerBurst"] or 1)
local bullet_mult = shots * burst
local bullet_mult = shots * burst
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
Line 127: Line 127:
local burst_heroes = {}
local burst_heroes = {}
for _, hero in pairs(heroes_data) do
for _, hero in pairs(heroes_data) do
if (hero["BulletsPerShot"] > 1 and not hero["IsDisabled"]) then
if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"]) then
table.insert(spreadshot_heroes, hero)
table.insert(spreadshot_heroes, hero)
elseif (hero["BulletsPerBurst"] > 1 and not hero["IsDisabled"]) then
elseif ((hero["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"]) then
table.insert(burst_heroes, hero)
table.insert(burst_heroes, hero)
end
end