User:RotatcepS/tests/Damage
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