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「モジュール:DamageTable」の版間の差分
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(ホップアップの演算に対応) |
(ガンシールドに対してホップアップが有効になっていた問題の修正) |
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153行目: | 153行目: | ||
local damage = args.damage or 20 | local damage = args.damage or 20 | ||
local hopup = args.hopup or 1 | local hopup = args.hopup or 1 | ||
local baseDamage | local rawDamage, baseDamage | ||
if args.amped then | if args.amped then | ||
rawDamage = round(1.2 * damage) | |||
else | else | ||
rawDamage = damage | |||
end | end | ||
baseDamage = round(hopup * damage) | |||
local pellet = args.pellet or 1 | local pellet = args.pellet or 1 | ||
217行目: | 218行目: | ||
elseif mul == 0.85 then | elseif mul == 0.85 then | ||
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 2) | renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 2) | ||
renderRowForGunShiled(table, bodyDamage, | renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount) | ||
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1) | renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1) | ||
else | else |
2021年1月23日 (土) 21:37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(0.85 * 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 hopup = args.hopup or 1 local rawDamage, baseDamage if args.amped then rawDamage = round(1.2 * damage) else rawDamage = damage end baseDamage = round(hopup * damage) local pellet = args.pellet or 1 local mul = args.mul or 1 local headMul = args.head or 2 local headDamage = round(mul * round(headMul * baseDamage)) local legMul = args.leg or 0.8 local legDamage = round(mul * round(legMul * baseDamage)) local allDamage = pellet * damage local minCount = getShotCount(round(1.05 * round(headMul * round(1.2 * allDamage))), 100) local maxCount = math.max( getShotCount(round(0.85 * round(legMul * allDamage)), 225), getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225)) local table = mw.html.create('table') :addClass('wikitable') renderHeader(table, mul) renderRow( table, "頭 (x" .. headMul .. ")", 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</span> <span class="text-rarity text-rarity-epic">(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, rawDamage, 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' args.hopup = tonumber(args.hopup) return p._main(args) end return p