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I am bad at the game so I edit the wiki
How to Debug in Scribunto
[edit | edit source]{{#invoke:Test|a|sep=;|b}}
=p.main(
mw.getCurrentFrame():newChild{
title="Module:Test",
args={"a",["sep"]=";","b"}
}
)
Simplified version
[edit | edit source]=p.main{
args={"a",["sep"]=";","b"}
}
What's a sandbox
[edit | edit source]DPS calcs
[edit | edit source] def _calc_dps(self, dps_stats, type='burst'):
"""Calculates Burst or Sustained DPS of a weapon"""
# Burst, not to be confused with burst as in burst fire, but rather
# a burst of damage where delta time is 0
# sustained has delta time of infinity
# meaning, sustained takes into account time-to-empty clip and reload time
# All reload actions have ReloadDelay played first,
# but typically only single bullet reloads have a non-zero delay
# i.e.
# ReloadDelay of .5,
# ReloadTime of 1,
# ClipSize of 10,
# =time to reload 1 bullet is 1.5s, time to reload 10 bullets is 10.5s
# BurstInterShotInterval represents time between shots in a burst
# Abbreivated dictionary for easier access
d = dps_stats.copy()
cycle_time = 1 / d['RoundsPerSecond']
total_cycle_time = cycle_time + d['BulletsPerBurst'] * d['BurstInterShotInterval']
if type == 'burst':
return (
d['BulletDamage'] * d['BulletsPerShot'] * d['BulletsPerBurst'] / (total_cycle_time)
)
elif type == 'sustained':
if d['ReloadSingle']:
# If reloading 1 bullet at a time, reload time is actually per bullet
time_to_reload = d['ReloadTime'] * d['ClipSize']
else:
time_to_reload = d['ReloadTime']
time_to_reload += d['ReloadDelay']
time_to_empty_clip = d['ClipSize'] / d['BulletsPerBurst'] * (total_cycle_time)
# More bullets per shot doesn't consume more bullets in the clip,
# so think of it as bullet per bullet
# BulletsPerBurst does consume more bullets in the clip
damage_from_clip = d['BulletDamage'] * d['BulletsPerShot'] * d['ClipSize']
return damage_from_clip / (time_to_empty_clip + time_to_reload)
else:
Input for JS?
[edit | edit source]<input id="spirit" type="number" value="100"> <input id="pi" type="number" value="14">

