🌟 | 現在、 鉄壁ヘッドショットには対応済みです。 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:StatTable/DamagePerSlot」の版間の差分
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(シャッターキャップのケースのボセックコンパウンドボウが「溜めなし」表記になる不具合の修正) |
(試験的に鉄壁のスロット当たりのダメージをグラフに表示) |
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local legs = data.legs | local legs = data.legs | ||
local mul = data.pellets * data.slotammo | local mul = data.pellets * data.slotammo | ||
data.bodyDmgslot = fn(data.damage, 1) * mul | data.bodyDmgslot = fn(data.damage, 1, 1) * mul | ||
data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul | data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul | ||
data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul | data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul | ||
data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul | data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul | ||
data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul | data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul | ||
data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul | data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul | ||
data.flL1Dmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * mul | |||
data.flLgDmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul | |||
table.insert(dataset, data) | table.insert(dataset, data) | ||
end | end | ||
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-- チャージビーム (チャージライフル) | -- チャージビーム (チャージライフル) | ||
if stat.damage.beam then | if stat.damage.beam then | ||
addData(dataset, baseData, function(val, | addData(dataset, baseData, function(val, part, passive) | ||
return val + apex. | return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks | ||
end) | end) | ||
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}), | }), | ||
tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', { | tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', { | ||
startIndex | startIndex = 'legsDmgslot', | ||
endIndex | endIndex = 'lvl1Dmgslot', | ||
cellClass | subStartIndex = 'flLgDmgslot', | ||
footerClass = 'st-mobile-axis', | subEndIndex = 'flL1Dmgslot', | ||
format | cellClass = 'st-mobile-graph st-mobile-textshadow', | ||
headerStyle = { | footerClass = 'st-mobile-axis', | ||
format = formatFunction, | |||
headerStyle = { | |||
['min-width'] = '80px', | ['min-width'] = '80px', | ||
['max-width'] = '8em', | ['max-width'] = '8em', | ||
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}), | }), | ||
tableutil.LineCell.new(res.graph, 'bodyDmgslot', { | tableutil.LineCell.new(res.graph, 'bodyDmgslot', { | ||
startIndex | startIndex = 'legsDmgslot', | ||
endIndex | endIndex = 'lvl1Dmgslot', | ||
cellClass | subStartIndex = 'flLgDmgslot', | ||
footerClass = 'st-desktop', | subEndIndex = 'flL1Dmgslot', | ||
headerClass = 'st-desktop', | cellClass = 'st-desktop st-desktop-graph', | ||
headerStyle = { | footerClass = 'st-desktop', | ||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '200px', | ['min-width'] = '200px', | ||
}, | }, |
2021年8月29日 (日) 01:36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:StatTable/DamagePerSlot/doc に作成できます
local aw = require('Module:Utility/Library') local apex = require('Module:Utility/ApexLibrary') local iu = require('Module:Utility/Image') local tableutil = require('Module:Utility/TableUtil/Apex') local Hopup = mw.loadData('Module:Stat/Hopup') local getArgs -- lazily initialized local configuration = { en = { bodyshot = 'Body', graph = 'Graph', headshot = 'Head', headlvl1 = iu.gear('ヘルメット', 1), headlvl2 = iu.gear('ヘルメット', 2), headlvl3 = iu.gear('ヘルメット', 3), legsshot = 'Legs', infinity = '∞', maxcharge = 'Max charge', mincharge = 'Min charge', nocharge = 'No charge', weaponname = 'Weapon name', }, ja = { bodyshot = '胴', dmgslot = 'スロット当たりのダメージ', graph = 'グラフ', headshot = '頭', headlvl1 = iu.gear('ヘルメット', 1), headlvl2 = iu.gear('ヘルメット', 2), headlvl3 = iu.gear('ヘルメット', 3), hopup = 'ホップアップ', legsshot = '脚', infinity = '∞', maxcharge = '最大溜め', mincharge = '最小溜め', nocharge = '溜めなし', weaponname = '武器名', }, } local function addData(dataset, data, fn) fn = fn or function(val) return val end local head = data.head local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1) local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2) local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3) local legs = data.legs local mul = data.pellets * data.slotammo data.bodyDmgslot = fn(data.damage, 1, 1) * mul data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul data.flL1Dmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * mul data.flLgDmgslot = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul table.insert(dataset, data) end local p = {} function p._main(args, __debug) args = args or {} if __debug == nil then __debug = true end local lang = args.lang or 'ja' local res = configuration[lang] local stats = mw.loadData('Module:Stat/Weapon') local ammoStats = mw.loadData('Module:Stat/Ammo') local dataset = {} for name, stat in pairs(stats) do local special = aw.stringstarts(stat.ammo, 'special_') local ammoPerSlot if special or stat.ammo == 'minigun' then if type(stat.magazine) == 'table' then ammoPerSlot = stat.magazine[4] + stat.magazine_reserve else ammoPerSlot = stat.magazine + stat.magazine_reserve end else ammoPerSlot = ammoStats[stat.ammo].slot end local ammoPerShot = stat.ammo_per_shot or 1 local baseDamage = stat.damage.base local baseData = { ammo = stat.ammo, ammoicon = stat.ammo, damage = baseDamage, head = stat.damage.headshot, legs = stat.damage.legshot, name = name, pellets = stat.pellet or 1, shortname = stat.localization['Japanese_Short'], slotammo = math.floor(ammoPerSlot / ammoPerShot), } -- チャージビーム (チャージライフル) if stat.damage.beam then addData(dataset, baseData, function(val, part, passive) return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks end) -- Other else -- Chargefire if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then baseData.option = res.mincharge else baseData.option = res.nocharge end addData(dataset, baseData) local maxChargeData = aw.shallowCopy(baseData) maxChargeData.damage = stat.damage.charged if stat.damage.headshot_charged then maxChargeData.head = stat.damage.headshot_charged end if stat.damage.legshot_charged then maxChargeData.legs = stat.damage.legshot_charged end maxChargeData.option = res.maxcharge addData(dataset, maxChargeData) -- チャージが無効の場合の通常出力 else addData(dataset, baseData) end -- Amped mode if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then local ampedData = aw.shallowCopy(baseData) ampedData.ammoicon = ampedData.ammo .. '_amped' ampedData.damage = stat.damage.amped ampedData.option = iu.item('シールドセル') .. '<span class="text-desktoponly"> 増幅モード</span>' addData(dataset, ampedData) end -- Selectfire Receiver (HAVOC Rifle) if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then local selectfireReceiverData = aw.shallowCopy(baseData) selectfireReceiverData.damage = stat.selectfire_receiver.damage.base if stat.selectfire_receiver.damage.headshot then selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot end selectfireReceiverData.hopup = { 'selectfire_receiver' } if stat.selectfire_receiver.damage.legshot then selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot end if stat.selectfire_receiver.ammo_per_shot then selectfireReceiverData.slotammo = math.floor(ammoPerSlot / stat.selectfire_receiver.ammo_per_shot) end addData(dataset, selectfireReceiverData) end -- Hammerpoint Rounds if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then local hammerpointRoundsData = aw.shallowCopy(baseData) hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage) hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } addData(dataset, hammerpointRoundsData) end -- Disruptor Rounds if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then local disruptorRoundsData = aw.shallowCopy(baseData) disruptorRoundsData.hopup = { 'disruptor_rounds' } addData(dataset, disruptorRoundsData, function(val) return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds) end) end -- Anvil Receiver if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == 'table' and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2 local anvilReceiverData = aw.shallowCopy(baseData) anvilReceiverData.damage = stat.anvil_receiver.damage.base if stat.anvil_receiver.damage.headshot then anvilReceiverData.head = stat.anvil_receiver.damage.headshot end anvilReceiverData.hopup = { 'anvil_receiver' } if stat.anvil_receiver.damage.legshot then anvilReceiverData.legs = stat.anvil_receiver.damage.legshot end anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot) addData(dataset, anvilReceiverData) end -- Shatter Caps if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == 'table' and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then local shatterCapsData = aw.shallowCopy(baseData) shatterCapsData.damage = stat.shatter_caps.damage.base if stat.shatter_caps.damage.headshot then shatterCapsData.head = stat.shatter_caps.damage.headshot end shatterCapsData.hopup = { 'shatter_caps' } if stat.shatter_caps.damage.legshot then shatterCapsData.legs = stat.shatter_caps.damage.legshot end shatterCapsData.pellets = stat.shatter_caps.pellet if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then shatterCapsData.option = res.mincharge else shatterCapsData.option = res.nocharge end addData(dataset, shatterCapsData) local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsData) shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged if stat.shatter_caps.damage.headshot_charged then shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged end if stat.shatter_caps.damage.legshot_charged then shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged end shatterCapsMaxChargeData.option = res.maxcharge addData(dataset, shatterCapsMaxChargeData) else addData(dataset, shatterCapsData) end end end end local formatFunction = function(dmgslot) if dmgslot == math.huge then return res.infinity else return aw.comma(dmgslot) end end local metadata = { tableutil.RankCell.new('', 'bodyDmgslot', true), tableutil.AmmoCell.new('', 'ammoicon', { attributes = { align = 'center' }, cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { width = '36px' }, }), tableutil.WeaponNameCell.new(res.weaponname, 'name', { ammoIndex = 'ammo', attributes = { align = 'left' }, cellClass = 'st-dashed-right st-mobile-none-right st-mobile-padding0-right', headerColspan = 2, optionIndex = 'option', shortnameIndex = 'shortname', }), tableutil.HopupCell.new(res.hopup, 'hopup', { attributes = { align = 'left' }, cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', headerColspan = 0, }), tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', { startIndex = 'legsDmgslot', endIndex = 'lvl1Dmgslot', subStartIndex = 'flLgDmgslot', subEndIndex = 'flL1Dmgslot', cellClass = 'st-mobile-graph st-mobile-textshadow', footerClass = 'st-mobile-axis', format = formatFunction, headerStyle = { ['min-width'] = '80px', ['max-width'] = '8em', }, preferredGridCount = 3, ticksFormat = function(val) return string.format('%sk', 0.001 * val) end }), tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', { cellClass = 'st-mobile-last', footerClass = 'st-mobile-last', format = formatFunction, headerClass = 'st-mobile-last', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineCell.new(res.graph, 'bodyDmgslot', { startIndex = 'legsDmgslot', endIndex = 'lvl1Dmgslot', subStartIndex = 'flLgDmgslot', subEndIndex = 'flL1Dmgslot', cellClass = 'st-desktop st-desktop-graph', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '200px', }, }), } local node = tableutil.createTable(dataset, metadata) return tostring(node) end function p.main(frame) if not getArgs then getArgs = require('Module:Arguments').getArgs end args = getArgs(frame) return p._main(args, false) end return p