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> | ||
==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 | ||
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# 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">