Difference between revisions of "User:RotatcepS/tests/Damage"
(support Xoffset, default to 23.5, based on shounic video of entity spawn positions to modify point blank closest value.) |
m (add parens to make sure precedence is what I expect) |
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| far-minicrit-base = {{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}}} | | far-minicrit-base = {{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}}} | ||
− | | far-minicrit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(1.35*{{{D|0}}}*{{{ML|1.0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}round0}} | + | | far-minicrit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(1.35*{{{D|0}}}*{{{ML|1.0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:(1.35*{{{D|0}}}*{{{ML|1.0}}})round0}} |
| fragment-far-minicrit-base | | fragment-far-minicrit-base | ||
| fragment-far-minicrit = {{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}/{{{F}}}}} | | fragment-far-minicrit = {{#expr:1.35*{{{D|0}}}*{{{ML|1.0}}}/{{{F}}}}} | ||
| far-crit-base = {{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}}} | | far-crit-base = {{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}}} | ||
− | | far-crit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(3.0*{{{D|0}}}*{{{CL|1.0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}round0}} | + | | far-crit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(3.0*{{{D|0}}}*{{{CL|1.0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:(3.0*{{{D|0}}}*{{{CL|1.0}}})round0}} |
| fragment-far-crit-base | | fragment-far-crit-base | ||
| fragment-far-crit = {{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}/{{{F}}}}} | | fragment-far-crit = {{#expr:3.0*{{{D|0}}}*{{{CL|1.0}}}/{{{F}}}}} | ||
| minicrit-base = {{#expr:1.35*{{{D|0}}}}} | | minicrit-base = {{#expr:1.35*{{{D|0}}}}} | ||
− | | minicrit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:1.35*{{{D|0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(1.35*{{{D|0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:1.35*{{{D|0}}}round0}} | + | | minicrit = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:1.35*{{{D|0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(1.35*{{{D|0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:(1.35*{{{D|0}}})round0}} |
| fragment-minicrit-base | | fragment-minicrit-base | ||
| fragment-minicrit = {{#expr:1.35*{{{D|0}}}/{{{F}}}}} | | fragment-minicrit = {{#expr:1.35*{{{D|0}}}/{{{F}}}}} | ||
| crit-base = {{#expr:3.0*{{{D|0}}}}} | | crit-base = {{#expr:3.0*{{{D|0}}}}} | ||
| crit | | crit | ||
− | | critical = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:3.0*{{{D|0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(3.0*{{{D|0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:3.0*{{{D|0}}}round0}} | + | | critical = {{#ifeq:{{{F|0}}}|0||{{tooltip|{{#expr:3.0*{{{D|0}}}/{{{F}}}round0}}|1 {{{pellet|pellet}}} of {{{F}}}}}-}}{{#ifexpr:{{{E|0}}}>0|{{tooltip|{{#expr:(3.0*{{{D|0}}}*{{{EL|.50}}})round0}}|splash ≥ {{#expr:{{{EL|.50}}}*100round0}}%}}-}}{{#expr:(3.0*{{{D|0}}})round0}} |
| fragment-crit-base | | fragment-crit-base | ||
| fragment-crit = {{#expr:3.0*{{{D|0}}}/{{{F}}}}} | | fragment-crit = {{#expr:3.0*{{{D|0}}}/{{{F}}}}} |
Revision as of 22:54, 8 January 2022
0
input parameters
- D: base damage input
- T: attack interval time in seconds
- V: velocity in HU/s
- E: Explosion radius percent of normal (1.0 = full radius)
- S: spread value of fragments or recoil
- F: number of fragments
- recovery: time in seconds to recover recoil accuracy
- maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
- H: Close ramp up multiplier
- L: Far fall off multiplier
- MH: Close ramp up multiplier for Minicrits (defaults to H)
- ML: Far fall off multiplier for Minicrits (defaults to 1.0)
- CH: Close ramp up multiplier for crits (defaults to 1.0)
- ML: Far fall off multiplier for crits (defaults to 1.0)
type: output type selection (defaults to "text")
- dps = e.g. "100 + splash"
- spread-accuracy = accurate at x% range
- spread-ratio-old = spread of x:1
- spread-ratio
- spread-ratio-half = spread of x:1
- velocity-accuracy = closes range in x seconds, accurate at x% range
- explosive-accuracy = splash accurate at x% range
- time-to-target
- ttt (based on 512Hu)
- time
- interval = T
- bullet count
- pellet count
- fragments = F
- velocity
- speed = V
- radius
- splash-percent = E
- splash radius (based on 146HU)
- spread-value = S
- recovery = recovery
- maxrange = maxRange
- rampup = H
- ramp up % = H*100 rounded
- ramp up
- close-base = D*H
- point blank
- close = (one fragment-)(50% damage with splash tooltip-)damage
- fragment-close = one fragment
- close-minicrit-base = 1.35*MH
- close-minicrit = (one fragment-)(splash-)1.35*MH
- fragment-close-minicrit = one fragment*1.35*MH
- close-crit-base = 3*CH
- close-crit = (one fragment-)(splash-)3*CH
- fragment-close-crit = one fragment*3.0*CH
- h = H
- l = L
- ch = CH (1.0)
- cl = CL (1.0)
- mh = MH (H)
- ml = ML (1.0)
- rampdown = L
- fall off % = L*100 rounded
- fall off
- far-base = D*L
- long range
- far = (one fragment-)(splash-)damage
- fragment-far = one fragment*L
- far-minicrit-base = 1.35*ML
- far-minicrit = (one fragment-)(splash-)damage
- fragment-far-minicrit-base
- fragment-far-minicrit = one fragment*1.35*ML
- far-crit-base = 3*CL
- far-crit = (one fragment-)(splash-)damage
- fragment-far-crit-base
- fragment-far-crit = one fragment*3*CL
- minicrit-base = 1.35*
- minicrit = (one fragment-)(splash-)damage
- fragment-minicrit-base
- fragment-minicrit = one fragment*1.35*
- crit-base = 3*
- crit
- critical = (one fragment-)(splash-)damage
- fragment-crit-base
- fragment-crit = one fragment*3*
- medium-base
- base = D
- medium = (one fragment-)(splash-)damage
- text
- blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
- fragment-base
- fragment = one fragment
input parameters
- D: base damage input
- T: attack interval time in seconds
- V: velocity in HU/s
- E: Explosion radius percent of normal (1.0 = full radius)
- S: spread value of fragments or recoil
- F: number of fragments
- recovery: time in seconds to recover recoil accuracy
- maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
- H: Close ramp up multiplier
- L: Far fall off multiplier
- MH: Close ramp up multiplier for Minicrits (defaults to H)
- ML: Far fall off multiplier for Minicrits (defaults to 1.0)
- CH: Close ramp up multiplier for crits (defaults to 1.0)
- ML: Far fall off multiplier for crits (defaults to 1.0)
type: output type selection (defaults to "text")
- dps = e.g. "100 + splash"
- spread-accuracy = accurate at x% range
- spread-ratio-old = spread of x:1
- spread-ratio
- spread-ratio-half = spread of x:1
- velocity-accuracy = closes range in x seconds, accurate at x% range
- explosive-accuracy = splash accurate at x% range
- time-to-target
- ttt (based on 512Hu)
- time
- interval = T
- bullet count
- pellet count
- fragments = F
- velocity
- speed = V
- radius
- splash-percent = E
- splash radius (based on 146HU)
- spread-value = S
- recovery = recovery
- maxrange = maxRange
- rampup = H
- ramp up % = H*100 rounded
- ramp up
- close-base = D*H
- point blank
- close = (one fragment-)(50% damage with splash tooltip-)damage
- fragment-close = one fragment
- close-minicrit-base = 1.35*MH
- close-minicrit = (one fragment-)(splash-)1.35*MH
- fragment-close-minicrit = one fragment*1.35*MH
- close-crit-base = 3*CH
- close-crit = (one fragment-)(splash-)3*CH
- fragment-close-crit = one fragment*3.0*CH
- h = H
- l = L
- ch = CH (1.0)
- cl = CL (1.0)
- mh = MH (H)
- ml = ML (1.0)
- rampdown = L
- fall off % = L*100 rounded
- fall off
- far-base = D*L
- long range
- far = (one fragment-)(splash-)damage
- fragment-far = one fragment*L
- far-minicrit-base = 1.35*ML
- far-minicrit = (one fragment-)(splash-)damage
- fragment-far-minicrit-base
- fragment-far-minicrit = one fragment*1.35*ML
- far-crit-base = 3*CL
- far-crit = (one fragment-)(splash-)damage
- fragment-far-crit-base
- fragment-far-crit = one fragment*3*CL
- minicrit-base = 1.35*
- minicrit = (one fragment-)(splash-)damage
- fragment-minicrit-base
- fragment-minicrit = one fragment*1.35*
- crit-base = 3*
- crit
- critical = (one fragment-)(splash-)damage
- fragment-crit-base
- fragment-crit = one fragment*3*
- medium-base
- base = D
- medium = (one fragment-)(splash-)damage
- text
- blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
- fragment-base
- fragment = one fragment