MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "SPAR",
        "continue": "gapcontinue||"
    },
    "query": {
        "pages": {
            "249": {
                "pageid": 249,
                "ns": 0,
                "title": "Regeneration",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{Note|Original article at [http://www.staredit.net/wiki/index.php/Regeneration Staredit Network Wiki]}}\nIn StarCraft, regeneration is the slow increase of a unit's health, shields, or energy.\n\n===How It Works===\nTo understand regeneration, you have to understand that Starcraft hides data from you.  Health and Shields each are stored in memory in 4 bytes, however Starcraft only tells you the last 3 bytes.  The first byte is actually a hidden value which acts as a timer for regeneration.  1 byte = 8 bits, or 2<sup>8</sup> = 256.\n\nEach frame, a certain regeneration amount is added (or subtracted) to the first byte, according to values in the mpqs:\n\n*Protoss Shields: 7\n*Zerg Health: 4\n*Energy: 8\n*Shield Battery: 1280\n*Recharge Shields: -640 (-632 net)\n*Burning Terran Building: -20\n*Medic: 200\n*Personnel Cloaking(Ghost): -18 (-10 net)\n*Cloaking Field(Wraith): -21 (-13 net)\n*Heal: -100 (-92 net)\n\nSCVs repair units and buildings in a similar way, based on build time and total HP. Multiple SCVs increase the repair rate by adding them together.<br />\nR = roundup(.9 * H/B)<br />\nwhere R = repair rate in 1/256 of hp per frame, H = HP, B = build rate in SCMDraft.<br />\nOne important note is that R is a 2 byte value, which means that when R > 65535, it loops back over to 0. Here is an example:<br />\nA Terran Barracks with a build time of 1, HP of 9999.<br />\nR = roundup(.9 * 256*9999/1) = 2303770. R>65535, so it rolls over in multiples of 65535.<br />\nR = 2303770- k65535, R = 10010. Note that this is still fairly large, and means that each SCV will repair approximately 39 HP every frame.<br />\nA slightly more realistic value is that of the default battlecruiser with 500 HP, 2000 Build time:<br />\nR= roundup(.9 * 500*256/2000) = 58.<br />\n\nBuilding units follows the same formula, and this explains why some buildings/units come out injured, except they start out with 10% of the base HP, plus 1 frame of \"repairing\", plus the time it takes to build. In the case of the terran barracks, it will build in 1 frame and come out with .1 * 9999 + 10010/256 + 10010/256 = 1078.1 HP.\n\n===Healing Rates===\nSince Starcraft is normally played on fastest, or 24 fps, we can calculate the approximate rates of healing:\n*Protoss shields use 7, so 256/7/24=~1.5 seconds per shield point.\n*Zerg Health use 4, so 256/4/24=~2.67 seconds per health point.\n*Medics' Healing uses 200, so 256/200/24=0.053 seconds per health point or 18.75 health per second.\n*Shield batteries use 1280, so 256/1280/24=0.0083 seconds per shield point or 120 shields per second."
                    }
                ]
            },
            "198": {
                "pageid": 198,
                "ns": 0,
                "title": "SCAIL",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{Infobox bot\n|id=SCAIL\n|author=Jay Young\n|affiliation=University of Birmingham\n|country=England\n|country2=\n|race=P\n|elo=\n|ladderID=\n|version=3.7.4\n|type=DLL\n|internalDownload=Media:SCAIL.7z\n|externalDownload=\n|language=C++\n|sourceCode=https://dl.dropboxusercontent.com/u/23817376/AIIDE2012/bots/SCAIL.zip\n|github=\n|bitbucket=\n|googleCode=\n|site=\n|tlstream=\n|twitch=\n|own3d=\n|stream=\n|youtube=\n|twitter=\n|facebook=\n|gplus=\n|tlprofile=\n|reddit=\n|iccup=\n|fanclub=\n|achievements=\n}}\n\n==Publications==\n* Jay Young and Nick Hawes. Learning Micro-Management Skills in RTS Games by Imitating Experts. In In Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. [http://www.cs.bham.ac.uk/~jxy734/papers/aiide-2014.pdf PDF]\n* Jay Young and Nick Hawes. Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game. In Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12). [http://www.cs.bham.ac.uk/~jxy734/papers/aiide2012.pdf PDF]\n* Jay Young, Fran Smith, Christopher Atkinson, Ken Poyner and Tom Chothia. SCAIL: An integrated Starcraft AI System. In Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games (CIG-12). [http://www.cs.bham.ac.uk/~jxy734/papers/cig2012.pdf PDF]"
                    }
                ]
            }
        }
    }
}