| 🌟 | 現在、 鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。 |
「モジュール:DamageTable」の版間の差分
ナビゲーションに移動
検索に移動
(カラーリングの調整) |
(カラーリングの再調整) |
||
| 88行目: | 88行目: | ||
row:tag('td') | row:tag('td') | ||
:attr('align', 'right') | :attr('align', 'right') | ||
:css('background-color', getColorAsString( | :css('background-color', getColorAsString(0.9 * ratio)) | ||
:wikitext(offset + shotCount) | :wikitext(offset + shotCount) | ||
end | end | ||
2021年1月23日 (土) 11:30時点における版
このモジュールについての説明文ページを モジュール:DamageTable/doc に作成できます
local p = {}
local getArgs -- lazily initialized
local function round(num)
return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
end
local function convertHslToRgb(hue, saturation, lightness)
hue = math.max(0, math.min(1, hue))
saturation = math.max(0, math.min(1, saturation))
lightness = math.max(0, math.min(1, lightness))
if saturation == 0 then
return lightness, lightness, lightness
else
local function to(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1/6 then
return p + (q - p) * 6 * t
elseif t < 3/6 then
return q
elseif t < 4/6 then
return p + (q - p) * (2/3 - t) * 6
else
return p
end
end
local q
if lightness < 0.5 then
q = lightness * (1 + saturation)
else
q = lightness + saturation - lightness * saturation
end
local p = 2 * lightness - q
return to(p, q, hue + 1/3), to(p, q, hue), to(p, q, hue - 1/3)
end
end
local function getColorAsString(hue)
local r, g, b = convertHslToRgb(hue, 0.91, 0.89)
return '#'
.. string.format('%02X', 255 * r)
.. string.format('%02X', 255 * g)
.. string.format('%02X', 255 * b)
end
local function getShotCount(damage, health)
return math.ceil(health / damage)
end
local function renderHeader(table, mul)
local row = table:tag('tr')
local cell = row:tag('th')
:attr('colspan', 2)
:attr('rowspan', 2)
if mul == 1 then
cell:wikitext('部位')
elseif mul == 1.05 then
cell:wikitext('部位 (小柄)')
elseif mul == 0.85 then
cell:wikitext('部位 (鉄壁)')
else
cell:wikitext('部位 (x' .. mul .. ')')
end
row:tag('th')
:attr('rowspan', 2)
:wikitext('ダメージ')
row:tag('th')
:attr('colspan', 5)
:wikitext('確殺数')
row = table:tag('tr')
row:tag('th'):wikitext('100<small> HP</small>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-common">150<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-rare">175<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-epic">200<small> HP</small></span>')
row:tag('th'):wikitext('<span class="text-rarity text-rarity-heirloom">225<small> HP</small></span>')
end
local function renderCell(row, allDamage, health, minCount, maxCount, offset)
local shotCount = getShotCount(allDamage, health)
local ratio = (shotCount + offset - minCount) / (maxCount - minCount)
row:tag('td')
:attr('align', 'right')
:css('background-color', getColorAsString(0.9 * ratio))
:wikitext(offset + shotCount)
end
local function renderRowForSTK(row, damage, pellet, minCount, maxCount, offset)
offset = offset or 0
local allDamage = pellet * damage
renderCell(row, allDamage, 100, minCount, maxCount, offset)
renderCell(row, allDamage, 150, minCount, maxCount, offset)
renderCell(row, allDamage, 175, minCount, maxCount, offset)
renderCell(row, allDamage, 200, minCount, maxCount, offset)
renderCell(row, allDamage, 225, minCount, maxCount, offset)
end
local function renderRow(table, name, damage, pellet, minCount, maxCount, rowspan)
rowspan = rowspan or 0
local row = table:tag('tr')
if rowspan > 1 then
row:tag('th')
:attr('colspan', 2)
:css('border-bottom', "0 none transparent")
:wikitext(name)
elseif rowspan == 1 then
row:tag('th')
:attr('colspan', 2)
:wikitext(name)
else
row:tag('th')
:css('border-top', "0 none transparent")
:css('border-bottom', "0 none transparent")
:wikitext(' ')
row:tag('th')
:wikitext(name)
end
if pellet > 1 then
row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')
else
row:tag('td'):attr('align', 'right'):wikitext(damage)
end
renderRowForSTK(row, damage, pellet, minCount, maxCount)
end
local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount)
local row = table:tag('tr')
row:tag('th')
:css('border-top', "0 none transparent")
:css('border-bottom', "0 none transparent")
:wikitext(' ')
row:tag('th')
:wikitext('+ガンシールド')
local countForGunShiled = getShotCount(pellet * baseDamage, 50)
if pellet > 1 then
row:tag('td'):attr('align', 'right'):wikitext((baseDamage * pellet) .. '<small> (' .. baseDamage .. ' × ' .. pellet .. ')</small>')
else
row:tag('td'):attr('align', 'right'):wikitext(baseDamage)
end
renderRowForSTK(row, damage, pellet, minCount, maxCount, countForGunShiled)
end
local function renderTable(args)
local damage = args.damage or 20
local baseDamage
if args.amped then
baseDamage = round(1.2 * damage)
else
baseDamage = damage
end
local pellet = args.pellet or 1
local mul = args.mul or 1
local headMul = args.head or 2
local headDamage = round(headMul * baseDamage)
local legMul = args.leg or 0.8
local legDamage = round(mul * round(legMul * baseDamage))
local minCount = getShotCount(round(1.05 * round(headMul * round(1.2 * damage))), 100)
local maxCount = getShotCount(round(0.85 * round(legMul * damage)), 225)
local table = mw.html.create('table')
:addClass('wikitable')
renderHeader(table, mul)
renderRow(
table,
"頭 (x" .. headMul .. ")",
round(mul * headDamage),
pellet, minCount, maxCount,
4)
local hlmLv1Mul = 0.2 + 0.8 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
round(mul * round(hlmLv1Mul * baseDamage)),
pellet, minCount, maxCount)
local hlmLv2Mul = 0.4 + 0.6 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
round(mul * round(hlmLv2Mul * baseDamage)),
pellet, minCount, maxCount)
local hlmLv3Mul = 0.5 + 0.5 * headMul
renderRow(
table,
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4 (x' .. hlmLv3Mul .. ')</span>',
round(mul * round(hlmLv3Mul * baseDamage)),
pellet, minCount, maxCount)
local bodyDamage = round(mul * baseDamage)
if legMul == 1 then
if mul == 0.85 then
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 2)
renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount)
else
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
end
else
if mul == 1.05 then
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
elseif mul == 0.85 then
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 2)
renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
else
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
end
end
return table
end
function p._main(args)
return tostring(renderTable(args))
end
function p.main(frame)
if not getArgs then
getArgs = require('Module:Arguments').getArgs
end
args = getArgs(frame)
-- fix arguments
args.damage = tonumber(args.damage)
args.pellet = tonumber(args.pellet)
args.head = tonumber(args.head)
args.leg = tonumber(args.leg)
args.mul = tonumber(args.mul)
args.amped = args.amped == 'true'
return p._main(args)
end
return p