## -*- coding: utf-8 -*-
| Weapon | Avg | % for part in part_names:${part} | % endfor|||||||
|---|---|---|---|---|---|---|---|---|---|
${dtype}
|
% if avg_damage > 0 or alt_avg_damage > 0:
${round(avg_damage, 1)}
% if alt_avg_damage != avg_damage:
(${round(alt_avg_damage, 1)})
% endif
% else:
% endif
|
% for part_name, part in monster_damage.items():
<% bgcolor = "lightyellow" if (part[dtype] > 0 and part[dtype] == max_damage) else "white" %>
% if part.state_diff(dtype) != 0:
% if part[dtype] > 0 or part.get_alt_state(dtype) > 0:
${part[dtype]} (${part.get_alt_state(dtype)})
% else:
% endif
|
% else:
% if part[dtype] > 0:
${part[dtype]}
% else:
%endif
|
% endif
% endfor
||||||
| ${weapon} | ${int(damage.attack)} | ${affinity} | % if damage.eattack > 0: |
${int(damage.eattack)}
|
% else:
% endif % if damage.eattack2 > 0: |
${int(damage.eattack2)}
|
% else:
% endif | ${round(avg, 1)} % if avg != avg_break: (${round(avg_break, 1)}) % endif | % for part in part_names: <% bgcolor = "yellow" if damage[part].average() == part_max_damage[part] else "white" %>${int(damage[part].total)} % if damage[part].total_break != damage[part].total: (${int(damage[part].total_break)}) % endif | % endfor