🌟 | 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:WeaponInfobox/DPS」の版間の差分
ナビゲーションに移動
検索に移動
(ハボックライフルのセレクトファイアレシーバーのDPS表示が立ち上がり時間を考慮していないものになっていた不具合を修正) |
(近距離ダメージと超遠距離ダメージが等しい場合のヘッドショット有効射程の判定を追加) |
||
142行目: | 142行目: | ||
} | } | ||
if nearDamage == verfarDamage then | if nearDamage == verfarDamage then | ||
ret.hed1min = ret.hed1max | if verfarDistance > headDistance then | ||
ret.hed1min = ret.bodymax | |||
ret.hed2min = ret.bodymax | |||
ret.hed3min = ret.bodymax | |||
else | |||
ret.hed1min = ret.hed1max | |||
ret.hed2min = ret.hed2max | |||
ret.hed3min = ret.hed3max | |||
end | |||
ret.bodymin = ret.bodymax | ret.bodymin = ret.bodymax | ||
ret.legsmin = ret.legsmax | ret.legsmin = ret.legsmax |
2021年9月12日 (日) 10:31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:WeaponInfobox/DPS/doc に作成できます
require('Module:Utility/mw.html Extensions') local p = {} local cfg = mw.loadData('Module:WeaponInfobox/configuration') local aw = require('Module:Utility/Library') local apex = require('Module:Utility/ApexLibrary') local iu = require('Module:Utility/Image') local proto = require('Module:Utility/Prototypes') local table = require('Module:TableExtensions') -- Constants local leftBorder = { ['border-left-width'] = '1px', ['border-left-style'] = 'solid', } local leftBorderWithoutTopRightBorder = { ['border-top'] = '0 none transparent', ['border-right'] = '0 none transparent', ['border-left-width'] = '1px', ['border-left-style'] = 'solid', } local empty = {} local steplessChargeRates = { 0.5, 1 } local structures = { { levels = 1, root = empty, }, { levels = 2, root = { colspan = 2 }, level2 = { offset = 1 }, extra = { offset = 1 }, }, { levels = 3, root = { colspan = 3 }, level2 = { colspan = 2, offset = 1 }, level3 = { offset = 2, styles = { nil, { leftBorder = true } } }, extra = { offset = 2 }, }, } -- Protos local MultipleProto = { proto.NumberRange(0), proto.NumberRange(0), proto.NumberRange(0), proto.NumberRange(0), } local DamageProto = { damage_near_value = proto.NumberRange(1), damage_very_far_value = proto.NumberRange(1), } local AltfireProto = { altfire = { firerate = proto.NumberRange(0), } } local RevvedUpProto = { firerate_revvedup = proto.NumberRange(1), } local BurstProto = { burst_count = proto.NumberRange(2), burst_delay = proto.NumberRange(0), firerate = proto.NumberRange(0), } local MultipleBurstProto = { burst_count = proto.NumberRange(2), burst_delay = MultipleProto, firerate = proto.NumberRange(0), } local ShatterCapsProto = { damage_near_value = proto.NumberRange(1), damage_very_far_value = proto.NumberRange(1), damage_head_scale = proto.NumberRange(1), damage_legs_scale = proto.NumberRange(0, 1), pellet = proto.NumberRange(2), } -- Get property local function getProperty(stat, stat2, key, defaultValue) if aw.isNumber(stat[key]) then return stat[key] elseif aw.isNumber(stat2[key]) then return stat2[key] else return defaultValue end end -- Get multiple number property local function getMultipleNumberProperty(stat, stat2, key, defaultValue) if proto.validateTypes(stat[key], MultipleProto) then return stat[key] elseif proto.validateTypes(stat2[key], MultipleProto) then return stat2[key] else return defaultValue end end -- Get property local function getBooleanProperty(stat, stat2, key, defaultValue) if type(stat[key]) == 'boolean' then return stat[key] elseif type(stat2[key]) == 'boolean' then return stat2[key] else return defaultValue end end -- Calc base damages local function calcBaseDamages(stat, stat2, chargeRate) chargeRate = chargeRate or 0 local chargeAddScale = getProperty(stat, stat2, 'charge_additional_scale', 0) local nearDamage = getProperty(stat, stat2, 'damage_near_value', 0) local verfarDamage = getProperty(stat, stat2, 'damage_very_far_value', nil) or getProperty(stat, stat2, 'damage_far_value', 0) local verfarDistance = getProperty(stat, stat2, 'damage_very_far_distance', nil) or getProperty(stat, stat2, 'damage_far_distance', 15748) if chargeRate > 0 then local mul = 1 + chargeRate * chargeAddScale nearDamage = aw.round(nearDamage * mul) verfarDamage = aw.round(verfarDamage * mul) end local headDistance = getProperty(stat, stat2, 'damage_head_distance', math.huge) local headScale = getProperty(stat, stat2, 'damage_head_scale', 1) local headLv1Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV1) local headLv2Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV2) local headLv3Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV3) local legsScale = getProperty(stat, stat2, 'damage_legs_scale', 1) local ret = { hed1max = apex.calcPartDamage(nearDamage, headLv1Scale), hed2max = apex.calcPartDamage(nearDamage, headLv2Scale), hed3max = apex.calcPartDamage(nearDamage, headLv3Scale), bodymax = nearDamage, legsmax = apex.calcPartDamage(nearDamage, legsScale), } if nearDamage == verfarDamage then if verfarDistance > headDistance then ret.hed1min = ret.bodymax ret.hed2min = ret.bodymax ret.hed3min = ret.bodymax else ret.hed1min = ret.hed1max ret.hed2min = ret.hed2max ret.hed3min = ret.hed3max end ret.bodymin = ret.bodymax ret.legsmin = ret.legsmax elseif verfarDistance > headDistance then ret.hed1min = verfarDamage ret.hed2min = verfarDamage ret.hed3min = verfarDamage ret.bodymin = verfarDamage ret.legsmin = apex.calcPartDamage(verfarDamage, legsScale) else ret.hed1min = apex.calcPartDamage(verfarDamage, headLv1Scale) ret.hed2min = apex.calcPartDamage(verfarDamage, headLv2Scale) ret.hed3min = apex.calcPartDamage(verfarDamage, headLv3Scale) ret.bodymin = verfarDamage ret.legsmin = apex.calcPartDamage(verfarDamage, legsScale) end return ret end -- Apply perk scale (Low Profile / Fortified) to damages local function applyPerkToDamages(damages, perk, useRound) if perk ~= 1 then return table.mapValues(damages, function(damage) return apex.calcPassiveDamage(damage, perk, { round = useRound }) end) else return damages end end -- Apply fresh scale to damages (BEFORE PERK SCALE) local function applyUnshieldScaleToDamages(stat, stat2, damages) local unshieldedScale = getProperty(stat, stat2, 'damage_unshielded_scale', 0) if unshieldedScale > 1 then return table.mapValues(damages, function(damage) return apex.calcHammerpointDamage(damage, unshieldedScale) end) else return damages end end -- Apply shield scale to damages (AFTER PERK SCALE) local function applyShieldScaleToDamages(stat, stat2, damages) local shieldScale = getProperty(stat, stat2, 'damage_shield_scale', 0) if shieldScale > 1 then return table.mapValues(damages, function(damage) return apex.calcDisruptorDamage(damage, shieldScale) end) else return damages end end -- Calc DPSs local function calcDPSs(stat, stat2, damages, firerate) local pellets = getProperty(stat, stat2, 'pellet', 1) --[[if pellets >= 2 then return table.map(damages, function(key, damage) if aw.stringends(key, 'max') then return damage * firerate * pellets else return damage * firerate end end) else]] return table.mapValues(damages, function(damage) return damage * firerate * pellets end) --end end -- Calc firerates local function calcFirerates(stat, stat2, chargeRate) chargeRate = chargeRate or 0 local charge = getProperty(stat, stat2, 'charge', 0) local firerate local rechamber = getMultipleNumberProperty(stat, stat2, 'rechamber', nil) if rechamber then firerate = getProperty(stat, stat2, 'firerate', 1) else firerate = getMultipleNumberProperty(stat, stat2, 'firerate', { 1, 1.15, 1.25, 1.35 }) end if proto.validateTypes(stat, MultipleBurstProto) then firerate = { apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[1], stat.firerate), apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[2], stat.firerate), apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[3], stat.firerate), apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[4], stat.firerate), } elseif rechamber then if charge > 0 then firerate = { apex.calcRechamberFirerate(firerate, rechamber[1] + chargeRate * charge), apex.calcRechamberFirerate(firerate, rechamber[2] + chargeRate * charge), apex.calcRechamberFirerate(firerate, rechamber[3] + chargeRate * charge), apex.calcRechamberFirerate(firerate, rechamber[4] + chargeRate * charge), } else firerate = { apex.calcRechamberFirerate(firerate, rechamber[1]), apex.calcRechamberFirerate(firerate, rechamber[2]), apex.calcRechamberFirerate(firerate, rechamber[3]), apex.calcRechamberFirerate(firerate, rechamber[4]), } end end return firerate end -- Calc firerate local function calcFirerate(stat, stat2, chargeRate) chargeRate = chargeRate or math.max(0, getProperty(stat, stat2, 'charge_minimum', 0)) local charge = getProperty(stat, stat2, 'charge', 0) local firerate = getProperty(stat, stat2, 'firerate', 1) local raise = getProperty(stat, stat2, 'raise', 0) local rechamber = getProperty(stat, stat2, 'rechamber', 0) local semiauto = getBooleanProperty(stat, stat2, 'is_semi_auto', false) if proto.validateTypes(stat, BurstProto) then firerate = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate) elseif rechamber > 0 then if charge > 0 then firerate = apex.calcRechamberFirerate(firerate, rechamber + chargeRate * charge) else firerate = apex.calcRechamberFirerate(firerate, rechamber) end elseif charge > 0 then firerate = apex.calcRechamberFirerate(firerate, chargeRate * charge) elseif semiauto and raise > 0 then firerate = apex.calcRechamberFirerate(firerate, raise) end return firerate end local function renderDPSRow(tbl, name, dps, structure, opts) local row = tbl:tag('tr') if aw.isNumberAndGreaterThanOrEqualToX(structure.offset, 1) then for i = 1, structure.offset do local hasLeftBorder = structure.styles and structure.styles[i] and structure.styles[i].leftBorder if hasLeftBorder then row:tag('th') :css(leftBorderWithoutTopRightBorder) :wikitext(' ') else row:tag('th') :css('border', '0 none transparent') :wikitext(' ') end end end row:tag('th') :attrIf(aw.isNumber(structure.colspan), { colspan = structure.colspan }) :cssIf(aw.isNumberAndGreaterThanZero(structure.offset), leftBorder) :wikitext(name) if opts.legsoff then row:tag('td') :attr('align', 'right') :wikitext(opts.format(dps.bodymax, dps.bodymin)) elseif dps.legsmax == dps.bodymax and dps.legsmin == dps.bodymin then row:tag('td') :attr({ align = 'right', colspan = 2 }) :wikitext(opts.format(dps.bodymax, dps.bodymin)) :done() else row :tag('td') :attr('align', 'right') :wikitext(opts.format(dps.legsmax, dps.legsmin)) :done() :tag('td') :attr('align', 'right') :wikitext(opts.format(dps.bodymax, dps.bodymin)) end row :tag('td') :attr('align', 'right') :wikitext(opts.format(dps.hed3max, dps.hed3min)) :done() :tag('td') :attr('align', 'right') :wikitext(opts.format(dps.hed2max, dps.hed2min)) :done() :tag('td') :attr('align', 'right') :wikitext(opts.format(dps.hed1max, dps.hed1min)) end -- Render the header node local function renderHeader(tbl, opts) local header = tbl:tag('tr'):tag('th') :attrIf(opts.structure.levels > 1, { colspan = opts.structure.levels }) :wikitext('') :done() if opts.legsoff then header:tag('th'):wikitext(opts.cfg.part.bodylegs) else header :tag('th'):wikitext(opts.cfg.part.legs):done() :tag('th'):wikitext(opts.cfg.part.body) end header :tag('th'):wikitext(iu.gear('helmet', 3)) :tag('th'):wikitext(iu.gear('helmet', 2)) :tag('th'):wikitext(iu.gear('helmet', 1)) end -- Render the DPS section for Shotguns local function renderShotgunDPSSection(tbl, name, stat, baseDamages, chargeLevels, firerates, perk, opts) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) -- Normal local dps = calcDPSs(stat, empty, perkDamages, firerates[1]) renderDPSRow(tbl, name, dps, opts.structure.root, opts) -- w/bolt lvl1 local label = iu.attachment('ショットガンボルト', 1) dps = calcDPSs(stat, empty, perkDamages, firerates[2]) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) -- w/bolt lvl2 label = iu.attachment('ショットガンボルト', 2) dps = calcDPSs(stat, empty, perkDamages, firerates[3]) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) -- w/bolt lvl3 label = iu.attachment('ショットガンボルト', 3) dps = calcDPSs(stat, empty, perkDamages, firerates[4]) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) -- Hop-ups for _, metadata in ipairs(opts.hopups) do local label = iu.hopup(metadata.key) local hopupStat = stat[metadata.key] local baseDamages = calcBaseDamages(hopupStat, stat) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local chargeLevels = getProperty(hopupStat, stat, 'charge_levels', 1) local firerates = calcFirerates(hopupStat, stat) -- Normal local dps = calcDPSs(hopupStat, stat, perkDamages, firerates[1]) renderDPSRow(tbl, label, dps, opts.structure.level2, opts) -- w/bolt lvl1 label = iu.attachment('ショットガンボルト', 1) dps = calcDPSs(hopupStat, stat, perkDamages, firerates[2]) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) -- w/bolt lvl2 label = iu.attachment('ショットガンボルト', 2) dps = calcDPSs(hopupStat, stat, perkDamages, firerates[3]) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) -- w/bolt lvl3 label = iu.attachment('ショットガンボルト', 3) dps = calcDPSs(hopupStat, stat, perkDamages, firerates[4]) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) end end -- Render the DPS section (Normal weapons) local function renderNormalDPSSection(tbl, name, stat, baseDamages, chargeLevels, firerate, perk, opts) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) -- Normal local dps = calcDPSs(stat, empty, perkDamages, firerate) renderDPSRow(tbl, name, dps, opts.structure.root, opts) -- Altfire if opts.flags.mode_altfire then local label = opts.cfg.altfire local firerate = stat.altfire.firerate local dps = calcDPSs(stat.altfire, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) end -- Amped mode if opts.flags.mode_amped then local label = iu.item('シールドセル') local baseDamages = calcBaseDamages(stat.energized, stat, chargeRate) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local dps = calcDPSs(stat.energized, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) end -- Revved Up mode if opts.flags.mode_revvedup then local label = iu.grenade('テルミットグレネード') local firerate = stat.firerate_revvedup local dps = calcDPSs(stat, empty, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) end -- Chargefire if chargeLevels == 2 then for _, chargeRate in ipairs(steplessChargeRates) do local label if chargeRate >= 1 then label = opts.cfg.charge_stepless_max elseif chargeRate == 0.5 then label = opts.cfg.charge_stepless_half else label = string.format(opts.cfg.charge_stepless_format, 100 * chargeRate) end local baseDamages = calcBaseDamages(stat, empty, chargeRate) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local firerate = calcFirerate(stat, empty, chargeRate) local dps = calcDPSs(stat, empty, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) end elseif chargeLevels > 2 then for chargeLevel = 1, chargeLevels - 1 do local chargeRate = chargeLevel / (chargeLevels - 1) local label = aw.getQuantityString(opts.cfg.charge_step_quantity, chargeLevel) local firerate = calcFirerate(stat, empty, chargeRate) local dps = calcDPSs(stat, empty, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.extra, opts) end end -- Hop-ups for _, metadata in ipairs(opts.hopups) do local label = iu.hopup(metadata.key) local hopupStat = stat[metadata.key] local baseDamages = calcBaseDamages(hopupStat, stat) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local chargeLevels = getProperty(hopupStat, stat, 'charge_levels', 1) local firerate = calcFirerate(hopupStat, stat) local dps = calcDPSs(hopupStat, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.level2, opts) -- Amped mode if opts.flags.mode_amped then local label = iu.item('シールドセル') local mergedStat = aw.mergeTable(hopupStat, stat.energized) local baseDamages = calcBaseDamages(mergedStat, stat, chargeRate) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local dps = calcDPSs(mergedStat, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) end -- Chargefire if chargeLevels == 2 then for _, chargeRate in ipairs(steplessChargeRates) do local label if chargeRate >= 1 then label = opts.cfg.charge_stepless_max elseif chargeRate == 0.5 then label = opts.cfg.charge_stepless_half else label = string.format(opts.cfg.charge_stepless_format, 100 * chargeRate) end local baseDamages = calcBaseDamages(hopupStat, stat, chargeRate) local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round) local firerate = calcFirerate(hopupStat, stat, chargeRate) local dps = calcDPSs(hopupStat, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) end elseif chargeLevels > 2 then for chargeLevel = 1, chargeLevels - 1 do local chargeRate = chargeLevel / (chargeLevels - 1) local label = aw.getQuantityString(opts.cfg.charge_step_quantity, chargeLevel) local firerate = calcFirerate(hopupStat, stat, chargeRate) local dps = calcDPSs(hopupStat, stat, perkDamages, firerate) renderDPSRow(tbl, label, dps, opts.structure.level3, opts) end end end end local function numformat(num) if num >= 100 then num = aw.roundx(num, 1) local int = math.floor(num) return string.format('%d<span class="text-smaller text-secondary">.%01.0f</span>', int, 10 * (num - int)) elseif num >= 10 then num = aw.roundx(num, 2) local int = math.floor(num) return string.format('%d<span class="text-smaller text-secondary">.%02.0f</span>', int, 100 * (num - int)) else num = aw.roundx(num, 3) local int = math.floor(num) return string.format('%d<span class="text-smaller text-secondary">.%03.0f</span>', int, 1000 * (num - int)) end end local function numformatmin(num) if num >= 100 then num = aw.round(num) local int = math.floor(num) return string.format('%d', int) elseif num >= 10 then num = aw.roundx(num, 1) local int = math.floor(num) return string.format('%d<span class="text-smaller text-secondary">.%01.0f</span>', int, 10 * (num - int)) else num = aw.roundx(num, 2) local int = math.floor(num) return string.format('%d<span class="text-smaller text-secondary">.%02.0f</span>', int, 100 * (num - int)) end end function p.renderDPS(stat, shieldinfo, lang) local cfg = cfg[lang].dps local opts = { cfg = cfg, flags = {}, format = function(max, min) if max ~= min then return string.format(cfg.complex, numformatmin(min), numformat(max)) else return string.format(cfg.simple, numformat(max)) end end, hopups = {}, legsoff = (stat.damage_legs_scale or 1) == 1, round = aw.getAsBoolean(stat.damage.round, false), } local baseDamages = calcBaseDamages(stat, empty) local chargeLevels = getProperty(stat, empty, 'charge_levels', 1) local tbl = mw.html.create('table'):addClass('intable') -- Shotgun if stat.ammo == 'shotgun' then local firerates = calcFirerates(stat, empty) local level = 2 if proto.validateTypes(stat.double_tap_trigger, MultipleBurstProto) then level = math.max(level, 3) table.insert(opts.hopups, { key = 'double_tap_trigger', }) end opts.structure = structures[level] renderHeader(tbl, opts) renderShotgunDPSSection(tbl, opts.cfg.perk.normal, stat, baseDamages, chargeLevels, firerates, 1, opts) -- Low Profile if aw.isNumber(shieldinfo.lowprofile) and shieldinfo.lowprofile > 1 then renderShotgunDPSSection(tbl, opts.cfg.perk.lowprofile, stat, baseDamages, chargeLevels, firerates, shieldinfo.lowprofile, opts) end -- Fortified if aw.isNumber(shieldinfo.fortified) and shieldinfo.fortified < 1 then renderShotgunDPSSection(tbl, opts.cfg.perk.fortified, stat, baseDamages, chargeLevels, firerates, shieldinfo.fortified, opts) end -- Other else local firerate = calcFirerate(stat, empty) local level = 1 if proto.validateTypes(stat, AltfireProto) then level = math.max(level, 2) opts.flags.mode_altfire = true end if proto.validateTypes(stat, RevvedUpProto) then level = math.max(level, 2) opts.flags.mode_revvedup = true end if type(stat.selectfire_receiver) == 'table' then level = math.max(level, 2) table.insert(opts.hopups, { key = 'selectfire_receiver', }) end if type(stat.anvil_receiver) == 'table' then level = math.max(level, 2) table.insert(opts.hopups, { key = 'anvil_receiver', }) end if proto.validateTypes(stat.double_tap_trigger, BurstProto) then level = math.max(level, 2) table.insert(opts.hopups, { key = 'double_tap_trigger', }) end if proto.validateTypes(stat.shatter_caps, ShatterCapsProto) then level = math.max(level, 2) table.insert(opts.hopups, { key = 'shatter_caps', }) end if type(stat.deadeyes_tempo) == 'table' then level = math.max(level, 2) table.insert(opts.hopups, { key = 'deadeyes_tempo', }) end if proto.validateTypes(stat.energized, DamageProto) then level = level + 1 opts.flags.mode_amped = true elseif chargeLevels >= 2 then level = level + 1 end opts.structure = structures[level] renderHeader(tbl, opts) renderNormalDPSSection(tbl, opts.cfg.perk.normal, stat, baseDamages, chargeLevels, firerate, 1, opts) -- Low Profile if aw.isNumber(shieldinfo.lowprofile) and shieldinfo.lowprofile > 1 then renderNormalDPSSection(tbl, opts.cfg.perk.lowprofile, stat, baseDamages, chargeLevels, firerate, shieldinfo.lowprofile, opts) end -- Fortified if aw.isNumber(shieldinfo.fortified) and shieldinfo.fortified < 1 then renderNormalDPSSection(tbl, opts.cfg.perk.fortified, stat, baseDamages, chargeLevels, firerate, shieldinfo.fortified, opts) end end return tbl end function p._main(name, lang) lang = lang or 'ja' local stat = mw.loadData('Module:Stat/Weapon')[name] local sld = require('Module:Stat/Shield')['removelowprofile'] local node = p.renderDPS(stat, sld, lang) local div = mw.html.create('div') :addClass('tpl-infobox-right') :addClass('tpl-weapon') if aw.stringstarts(stat.ammo, "special_") then div:addClass('tpl-weapon-special') else div:addClass('tpl-weapon-' .. stat.ammo) end div :tag('div') :addClass('tpl-weapon-header') :wikitext(name .. iu.ammo(stat.ammo, { size = 40 })) :done() :tag('table') :tag('tr') :tag('th'):wikitext('DPS'):done() :tag('td'):done() :tag('tr') :tag('td'):attr('colspan', 2):node(node) return tostring(div) end return p