major => 1,
);
-if ($ENV{PATH_INFO} and $ENV{PATH_INFO} eq '/2') {
+if ($Request and $Request eq '2') {
%scver = (
id => 'hots',
name => 'Heart of the Swarm',
Html({
title => "$scver{title} unit cheat sheet",
- version => 'v1.1',
+ version => '1.1',
description => [
"Reference of $scver{game} unit properties,"
. " comparing various statistics of all the units in $scver{name}"
data => [$datafile],
});
-print "<h1>$scver{game} units</h1>\n\n";
+say "<h1>$scver{game} units</h1>\n";
my $units = do $datafile;
die "Cannot open unit data: $_\n" for $@ || $! || ();
my $patch = shift @{$units}
or die "Cannot open unit data: metadata not found\n";
-print "<p>Unit properties as seen or measured in $scver{name}\n$patch.\n";
-print "Also see the $_ table.\n" for join(', ',
- ('<a href="/sc/2">StarCraft 2: HotS</a>') x ($scver{major} < 2),
- ('<a href="/sc">original SC: Brood War</a>') x ($scver{major} > 1),
+say "<p>Unit properties as seen or measured in $scver{name}\n$patch.";
+say "Also see the $_ table." for join(', ',
+ (showlink('StarCraft 2: HotS', '/sc/2')) x ($scver{major} < 2),
+ (showlink('original SC: Brood War', '/sc')) x ($scver{major} > 1),
);
-print "</p>\n\n";
+say "</p>\n";
sub addupgrade {
my ($ref, $increase, $org) = @_;
sub coltoggle {
my ($name, $id, $nolink) = @_;
- return sprintf(
- (defined $get{order} ? $get{order} eq $id : !$id) ? '%2$s ▼'
- : $nolink ? '%2$s' : '<a href="?%s">%s</a>',
- $id && "order=$id", $name
- );
+ return "$name ▼" if defined $get{order} ? $get{order} eq $id : !$id;
+ return $name if $nolink;
+ return showlink($name, '?'.($id && "order=$id"));
}
:><table class="units">
<thead><tr>
my ($race, $cat) = ('', '');
for (@rows) {
if ($grouped) {
- printf '<tbody id="%s"><tr class="race"><th colspan="20"><h2>%s</h2>'."\n",
+ say sprintf '<tbody id="%s"><tr class="race"><th colspan="20"><h2>%s</h2>',
$race = $_->{race}, ucfirst $race
unless $race eq $_->{race};
}
<dl>
<dt>cost
- <dd>minerals+gas required to create one unit
+ <dd>minerals and gas required to create one unit
<dd>includes total expenses if based on existing units
<dt>build
<dd>relative time needed to create at least one unit
and <span class="unit-composed">+</span>parent units
<dt>size
<dd><span class="unit unit-supply">T</span>ransports can fit upto
- <span class="unit unit-s">8</span>
- non-<span class="unit unit-air">F</span>lying units
- <dd>number of command points taken per unit
+ 8 non-<span class="unit unit-air">F</span>lying cargo units
+ <dd>number of command points taken while alive
<dd><:
if ($scver{major} > 1) {
:>received damage depends on
<dd>massive <span class="unit-massive">⚓</span> units
cannot be lifted or slowed and can break force fields<:
} else {
- :><span class="unit unit-o">o</span>rganic/<span class="unit unit-u">m</span>echanic unit
+ :>abilities may hit only <span class="unit unit-o">o</span>rganic
+ or <span class="unit unit-u">m</span>echanic targets
<dd>affected by <span class="unit unit-s">S</span>mall,
<span class="unit unit-m">M</span>edium, or
- <span class="unit unit-l">L</span>arge unit damage<:
+ <span class="unit unit-l">L</span>arge damage<:
} :>
-<dt>HP<dd>
- total number of hitpoints (including shields)
+<dt>HP
+ <dd>total number of hitpoints (including shields)
+ <dd>everything zerg (except for eggs) regenerates one point every
+ <:= $scver{major} == 1 ? '4½' : '3.7' :> seconds
<dt>shield
<dd>percentage of HP in shields
- <dd>shields always take full damage, irrelevant of unit size
- <dd>does not take armor bonuses, but upgrades can decrease damage to any shield hit by upto 3
+ <dd><:
+if ($scver{major} > 1) {
+ :>shields always take full damage, irrelevant of unit size
+ <dd><:
+}
+ :>does not take armor bonuses,
+ but upgrades can decrease damage to any shield hit by upto 3
+ <dd><:
+if ($scver{major} > 1) {
+ :>after 10 seconds out of combat, 2 points are recharged per game second<:
+} else {
+ :>recharges one point every 2½ seconds<:
+} :>
<dt>armor
<dd>base unit armor
<dd>can be increased by upto 3 at various facilities
<dd>reduction applies to initial damage, before size penalties
<small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
<dt>attack
- <dd>damage given per single hit
+ <dd>damage per single hit
<dd>some weapons fire multiple × times, multiplying armor penalties
- <dd><span class="hurtrel">dps</span> indicates relative amount of damage
- done in 1 second of <:= $scver{major} > 1 ? '<em>Normal</em> in-game time' :
- 'time on <em>Fast</em> game speed' :>
<dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
or in a straight line <span class="unit-splash">+</span>.
<dd><:
Point Defense Drones<:
} else {
:><span class="unit-l">*</span>explosive damage does only
- 50% damage to small units, 75% to medium, 100% to large
+ 50% damage to <span class="unit unit-s">S</span>mall units,
+ 75% to <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-l">L</span>arge
<dd><span class="unit-s">~</span>concussive/plasma damage does
- 25% to large, 50% medium, 100% to small units<:
+ 25% to <span class="unit unit-l">L</span>arge,
+ 50% <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-s">S</span>mall units<:
} :>
+ <dd><span class="hurtrel">dps</span> indicates relative total amount of damage
+ done in 1 second of <:= $scver{major} > 1 ? '<em>Normal</em> in-game time' :
+ 'time on <em>Fast</em> game speed' :>
<dd>targets <span class="hurt-g">▽</span> ground
and/or <span class="hurt-a">△</span> air
<dt>range
- <dd>maximum range of weapon (note Sieged Tank also has a minimum range)
+ <dd>maximum hex distance a weapon can fire (note Sieged Tank also has a minimum)
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units
<dd>parentheses () indicate that it needs to be researched first
<dd><span class="magic-perma">passive</span> abilities are always enabled
<dd>hover for description
- <dd>range is maximum range required to activate
- <dd>cost is energy loss percentage on spawn and when fully charged
+ <dd>range is maximum distance allowed to activate
+ <dd>cost describes energy loss percentage on spawn and when fully charged
</dl>
<p>
-When two values are given (1-2), second value indicates attribute after all
-possible upgrades.
+When two values are given (1-2), the second value indicates the attribute
+after all possible upgrades.
</p>
</div>