🌟 | 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
ナビゲーションに移動
検索に移動
(もはや鉄壁のヘッドショットダメージの算出を必要としない) |
(ボセックコンパウンドボウの物資投下武器化に対応) |
||
(同じ利用者による、間の1版が非表示) | |||
48行目: | 48行目: | ||
if type(stat.magazine) == 'table' then | if type(stat.magazine) == 'table' then | ||
ammoPerSlot = stat.magazine[4] + stat.magazine_reserve | ammoPerSlot = stat.magazine[4] + stat.magazine_reserve | ||
elseif stat.magazine == math.huge then | |||
ammoPerSlot = stat.magazine_reserve | |||
else | else | ||
ammoPerSlot = stat.magazine + stat.magazine_reserve | ammoPerSlot = stat.magazine + stat.magazine_reserve | ||
126行目: | 128行目: | ||
end | end | ||
addData(dataset, selectfireReceiverData) | addData(dataset, selectfireReceiverData) | ||
end | |||
-- Skullpiercer Rifling | |||
if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == 'table' and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then | |||
local skullpiercerRiflingData = aw.shallowCopy(baseData) | |||
skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale | |||
skullpiercerRiflingData.hopup = { 'skullpiercer_rifling' } | |||
addData(dataset, skullpiercerRiflingData) | |||
end | end | ||
2022年8月10日 (水) 13:52時点における最新版
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 scale = require('Module:Utility/Scale') local tableutil = require('Module:Utility/TableUtil/Apex') local Hopup = mw.loadData('Module:Stat/Hopup') local configuration = mw.loadData('Module:StatTable/configuration') local getArgs -- lazily initialized 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.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 elseif stat.magazine == math.huge then ammoPerSlot = 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_head_scale, legs = stat.damage_legs_scale, 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 = res.amped 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_head_scale then selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale end selectfireReceiverData.hopup = { 'selectfire_receiver' } if stat.selectfire_receiver.damage_legs_scale then selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale 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 -- Skullpiercer Rifling if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == 'table' and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then local skullpiercerRiflingData = aw.shallowCopy(baseData) skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale skullpiercerRiflingData.hopup = { 'skullpiercer_rifling' } addData(dataset, skullpiercerRiflingData) end -- Hammerpoint Rounds if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == 'table' and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then local hammerpointRoundsData = aw.shallowCopy(baseData) hammerpointRoundsData.damage = math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * baseDamage) hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } addData(dataset, hammerpointRoundsData) end -- Disruptor Rounds if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == 'table' and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then local disruptorRoundsData = aw.shallowCopy(baseData) disruptorRoundsData.hopup = { 'disruptor_rounds' } addData(dataset, disruptorRoundsData, function(val) return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale) 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_head_scale then anvilReceiverData.head = stat.anvil_receiver.damage_head_scale end anvilReceiverData.hopup = { 'anvil_receiver' } if stat.anvil_receiver.damage_legs_scale then anvilReceiverData.legs = stat.anvil_receiver.damage_legs_scale 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_head_scale then shatterCapsData.head = stat.shatter_caps.damage_head_scale end shatterCapsData.hopup = { 'shatter_caps' } if stat.shatter_caps.damage_legs_scale then shatterCapsData.legs = stat.shatter_caps.damage_legs_scale 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-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'] = '50px', ['max-width'] = '4em', }, }), tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', { startIndex = 'legsDmgslot', endIndex = 'lvl1Dmgslot', subStartIndex = 'flLgDmgslot', subEndIndex = 'lvl1Dmgslot', cellClass = 'st-mobile-graph st-mobile-medium st-mobile-textshadow', footerClass = 'st-mobile-axis', format = formatFunction, headerStyle = { ['min-width'] = '50px', ['max-width'] = '4em', }, itemName = res.normal, subItemName = res.fortified, preferredGridCount = 3, scale = scale.LogScale.new():setClamp(true), 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'] = '50px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '50px', ['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'] = '50px', ['max-width'] = '4em', }, }), tableutil.LineCell.new(res.graph, 'bodyDmgslot', { startIndex = 'legsDmgslot', endIndex = 'lvl1Dmgslot', subStartIndex = 'flLgDmgslot', subEndIndex = 'lvl1Dmgslot', cellClass = 'st-desktop st-desktop-graph', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '200px', }, hoverEnabled = true, hoverFormat = formatFunction, itemName = res.normal, subItemName = res.fortified, scale = scale.LogScale.new():setClamp(true), }), } 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