User:SerpentofSet: Difference between revisions

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<div class="mw-collapsible">I am bad at the game so I edit the wiki</div>
<div class="mw-collapsible">I am bad at the game so I edit the wiki</div>


<div style="margin-left: 2em;">
{| class="infobox" style="border-left:solid 5px #2F2F2F;border-right:solid 5px #2F2F2F;border-top:solid 2px #2F2F2F;border-bottom:solid 0px #2F2F2F; font-family: 'PT Serif','Palatino','FreeSerif','Liberation Serif', serif;padding:0px;border-radius: 13px;color: #FFEFD7;width: 270px; background-color: #2F2F2F; font-weight: bold"
! colspan="2" style="color: #FFEFD7; background-color: #2F2F2F; font-size: 25px; font-family: 'PT Serif','Palatino','FreeSerif','Liberation Serif', serif; font-weight: bold; text-shadow: 1.2px 2px 3px black, 1.2px 1.2px 0.1px #A69885;border-bottom: none" |
<div style="display: flex; justify-content: space-between">
<div style="width: 50px;"></div>
<div class="infobox-hero-name" style="margin-top:4px;font-family:'Forevs Demo', 'PT Serif','Palatino',serif;';">Abrams</div>
<div style="padding-left: 10px;">[[Image:Abrams_MM.png|frameless|center|35px]]</div></div>
|-
! colspan="2"style="margin:auto;text-align:center;border:none;" |<div style="overflow:hidden;border-radius: 15px;background-image: linear-gradient(#A69885, #72695A);padding:0px; background-color:#a79986;text-align:center;max-width:190px;height: auto;margin:auto;box-shadow: 2px 2px 8px rgba(0, 0, 0, 0.7);">[[File:Abrams card.png|190px]]</div>
|-
! Charges into close combat
|-
! Voice Actor: IDK
|-
! Release Date: A while ago
|-
! Last Updated: Like, something
|-
!
{| class="wikitable mw-collapsible" style="width:100%"
|+ Stats
!
|-
! Hidden? || 100 </div>
|}
|-
|}
</div>
==How to Debug in Scribunto==
==How to Debug in Scribunto==
<code><nowiki>{{#invoke:Test|a|sep=;|b}}</nowiki></code>
<code><nowiki>{{#invoke:Test|a|sep=;|b}}</nowiki></code>
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         # sustained has delta time of infinity
         # sustained has delta time of infinity
         # meaning, sustained takes into account time-to-empty clip and reload time
         # meaning, sustained takes into account time-to-empty clip and reload time
         # All reload actions have ReloadDelay played first,
         # All reload actions have ReloadDelay played first,
         # but typically only single bullet reloads have a non-zero delay
         # but typically only single bullet reloads have a non-zero delay
Line 62: Line 33:
         # ClipSize of 10,
         # ClipSize of 10,
         # =time to reload 1 bullet is 1.5s, time to reload 10 bullets is 10.5s
         # =time to reload 1 bullet is 1.5s, time to reload 10 bullets is 10.5s
         # BurstInterShotInterval represents time between shots in a burst
         # BurstInterShotInterval represents time between shots in a burst
         # Abbreivated dictionary for easier access
         # Abbreivated dictionary for easier access
         d = dps_stats.copy()
         d = dps_stats.copy()
         cycle_time = 1 / d['RoundsPerSecond']
         cycle_time = 1 / d['RoundsPerSecond']
         total_cycle_time = cycle_time + d['BulletsPerBurst'] * d['BurstInterShotInterval']
         total_cycle_time = cycle_time + d['BulletsPerBurst'] * d['BurstInterShotInterval']
         if type == 'burst':
         if type == 'burst':
             return (
             return (
                 d['BulletDamage'] * d['BulletsPerShot'] * d['BulletsPerBurst'] / (total_cycle_time)
                 d['BulletDamage'] * d['BulletsPerShot'] * d['BulletsPerBurst'] / (total_cycle_time)
             )
             )
         elif type == 'sustained':
         elif type == 'sustained':
             if d['ReloadSingle']:
             if d['ReloadSingle']:
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             damage_from_clip = d['BulletDamage'] * d['BulletsPerShot'] * d['ClipSize']
             damage_from_clip = d['BulletDamage'] * d['BulletsPerShot'] * d['ClipSize']
             return damage_from_clip / (time_to_empty_clip + time_to_reload)
             return damage_from_clip / (time_to_empty_clip + time_to_reload)
         else:
         else:
===Input for JS?===
===Input for JS?===

Latest revision as of 22:08, 23 October 2024

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">

Light/Dark Mode Fiddling[edit | edit source]