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I am bad at the game so I edit the wiki | I am bad at the game so I edit the wiki | ||
Below stolen shamelessly from the MediaWiki Scribunto articles | |||
==Examples== | |||
===Invoking module directly=== | |||
Given [[Module:Test]] with the following contents: | |||
<syntaxhighlight lang="lua"> | |||
local p = {} | |||
function p.main(frame) | |||
local args = frame.args | |||
mw.log("log test") | |||
return args[1]..args["sep"]..args[2] | |||
end | |||
return p | |||
</syntaxhighlight> | |||
The following invoke call: | |||
<code><nowiki>{{#invoke:Test|a|sep=;|b}}</nowiki></code> | |||
Can be simulated accurately with the following code in the debug console: | |||
<syntaxhighlight lang="lua"> | |||
=p.main( | |||
mw.getCurrentFrame():newChild{ | |||
title="Module:Test", | |||
args={"a",["sep"]=";","b"} | |||
} | |||
)</syntaxhighlight> | |||
Note that in this example the element in the export table which is being evaluated is called "main". | |||
====Simplified version==== | |||
If the module you are debugging does not use any [[Extension:Scribunto/Lua_reference_manual#Frame_object|frame object methods]] (such as <code>frame:preprocess()</code>), like the example [[#Invoking module directly|above]], then the frame object analog(?) does not have to be complete, and the debugging code can be simplified into the following: | |||
<syntaxhighlight lang="lua"> | |||
=p.main{ | |||
args={"a",["sep"]=";","b"} | |||
}</syntaxhighlight> | |||
What's a sandbox | What's a sandbox |
Revision as of 17:03, 19 October 2024
I am bad at the game so I edit the wiki
Below stolen shamelessly from the MediaWiki Scribunto articles
Examples
Invoking module directly
Given Module:Test with the following contents:
local p = {}
function p.main(frame)
local args = frame.args
mw.log("log test")
return args[1]..args["sep"]..args[2]
end
return p
The following invoke call:
{{#invoke:Test|a|sep=;|b}}
Can be simulated accurately with the following code in the debug console:
=p.main(
mw.getCurrentFrame():newChild{
title="Module:Test",
args={"a",["sep"]=";","b"}
}
)
Note that in this example the element in the export table which is being evaluated is called "main".
Simplified version
If the module you are debugging does not use any frame object methods (such as frame:preprocess()
), like the example above, then the frame object analog(?) does not have to be complete, and the debugging code can be simplified into the following:
=p.main{
args={"a",["sep"]=";","b"}
}
What's a sandbox Yamato
Hero | Starting | Added per PI | At Max PI |
---|---|---|---|
Ivy | 550 | +35 | 1040 |
550 | +31 | 984 | |
Mo & Krill | 700 | +44 | 1316 |
Dynamo | 650 | +44 | 1266 |
Abrams | 570 | +34 | 1046 |
Vindicta | 550 | +20 | 830 |
Haze | 500 | +27 | 878 |
Grey Talon | 550 | +27 | 928 |
Warden | 550 | +45 | 1180 |
Paradox | 550 | +40 | 1110 |
Lash | 550 | +42 | 1138 |
Seven | 550 | +31 | 984 |
Shiv | 600 | +35 | 1090 |
Infernus | 600 | +33 | 1062 |
Kelvin | 600 | +50 | 1300 |
McGinnis | 550 | +41 | 1124 |
Viscous | 550 | +38 | 1082 |
Bebop | 650 | +41 | 1224 |
Lady Geist | 650 | +41 | 1224 |
Mirage | 550 | +37 | 1068 |
Wraith | 550 | +31 | 984 |
Yamato | 500 | +31 | 934 |
Item | Cost | +X% Bullet Lifesteal |
---|---|---|
Active Reload | 1250 | +20% |
Heroic Aura | 3000 | +20% |
Crippling Headshot | 6200 | +10% |
Bullet Lifesteal | 1250 | +28% |
Leech | 6200 | +35% |
Use this for the debug console when testing the ItemsByStat page: =p.tablefy( mw.getCurrentFrame():newChild{ title="Module:ItemsByStat", args={"BulletLifestealPercent", "+X% Bullet Lifesteal", "%"} })