@foreach (var data in Entity.Weapons())
{
Damage: @data.Damage
@if (data.LightDamage != 0)
{
vs Light: @data.LightDamage
}
@if (data.MediumDamage != 0)
{
vs Medium: @data.MediumDamage
}
@if (data.HeavyDamage != 0)
{
vs Heavy: @data.HeavyDamage
}
@if (data.EthericDamageBonus != 0)
{
vs Etheric +@data.EthericDamageBonus
}
@if (data.StructureDamageBonus != 0)
{
vs Structure: +@data.StructureDamageBonus
}
Range: @data.Range
@if (data.SecondsBetweenAttacks > 0)
{
AttacksPerSecond: @(1 / data.SecondsBetweenAttacks)
(or SecondsBetweenAttacks: @data.SecondsBetweenAttacks)
}
else if (data.AttacksPerSecond > 0)
{
AttacksPerSecond: @data.AttacksPerSecond
(or SecondsBetweenAttacks: @(1 / data.AttacksPerSecond))
}
Targets: @data.Targets
@if (data.AttacksPerSecond != 0)
{
DPS: @(Math.Round(data.Damage * data.AttacksPerSecond))
@if (data.LightDamage != 0)
{
Light DPS: @(Math.Round(data.LightDamage * data.AttacksPerSecond))
}
@if (data.MediumDamage != 0)
{
Medium DPS: @(Math.Round(data.MediumDamage * data.AttacksPerSecond))
}
@if (data.HeavyDamage != 0)
{
Heavy DPS: @(Math.Round(data.HeavyDamage * data.AttacksPerSecond))
}
}