🌟現在、鉄壁 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」の版間の差分

提供:Apex Data
ナビゲーションに移動 検索に移動
(アンビルレシーバーの射撃時間を繋げた部分に表示するように変更)
(アンビルレシーバーが出現しない場合にアンビルレシーバー用の拡散を非表示するように対処)
 
(同じ利用者による、間の236版が非表示)
1行目: 1行目:
require('Module:Utility/mw.html Extensions')
local p = {}
local p = {}
local cfg = mw.loadData('Module:WeaponInfobox/configuration')
local Hopup = mw.loadData('Module:Stat/Hopup')


local aw = require('Module:Utility/Library')
local aw   = require('Module:Utility/Library')
local apex  = require('Module:Utility/ApexLibrary')
local iu    = require('Module:Utility/Image')
local inu  = require('Module:Utility/ImageWithName')
local nu    = require('Module:Utility/Name')
local proto = require('Module:Utility/Prototypes')
local StringBuilder = require('Module:Utility/StringBuilder')
local formatter -- lazily initialized
local formatter -- lazily initialized
local getArgs -- lazily initialized
local getArgs -- lazily initialized
local function renderRow(table, name, item)
table:tag('tr')
:tag('th')
:wikitext(name)
:done()
:tag('td')
:wikitext(item)
end


local function createCellInRow(tbl, name)
local function createCellInRow(tbl, name)
22行目: 23行目:
end
end


local CategoryDict = {
local function renderRow(tbl, name, item)
assault_rifle = "アサルトライフル",
createCellInRow(tbl, name):wikitext(item)
sub_machine_gun = "サブマシンガン",
light_machine_gun = "ライトマシンガン",
sniper = "スナイパーライフル",
shotgun = "ショットガン",
pistol = "ピストル",
}
local function renderCategory(table, name, stat)
local category = CategoryDict[stat]
renderRow(table, name, '[[武器#' .. category .. '|' .. category .. ']]')
end
end


local AmmoDict = {
local function renderFormatRow(tbl, name, default, common, rare, epic, opts)
light = "ライト",
opts = opts or {}
heavy = "ヘビー",
opts.separator = opts.separator or ' - '
energy = "エネルギー",
local row = tbl:tag('tr')
sniper = "スナイパー",
:addClassIf(type(opts.class)  == 'string', opts.class)
shotgun = "ショットガン",
:addClassIf(type(opts.rarity) == 'string', 'row-rarity-one disp-rarity-' .. (opts.rarity or 'common'))
special_light = "専用ライト",
special_heavy = "専用ヘビー",
if name ~= nil then
special_energy = "専用エネルギー",
row:tag('th')
special_sniper = "専用スナイパー",
:attrIf(opts.headerAlign and type(opts.headerAlign) == 'string', { align = opts.headerAlign })
special_shotgun = "専用ショットガン",
:wikitext(name)
}
end
local function renderAmmo(table, name, stat)
local ammo = AmmoDict[stat]
local page = '弾による武器一覧#' .. ammo .. 'アモ'
local item = formatter:ammo(ammo, 28, page)
.. ' [[' .. page .. '|' .. ammo .. 'アモ]]'
renderRow(table, name, item)
end


local function convertDecimalToFractional(num)
local first = true
local integer = math.floor(num)
if default ~= nil then
local decimal = tonumber(string.format("%.3f", num - integer))
first = false
local decimalText
row:tag('td')
if decimal == 0.125 then
:addClass('cell-type-number')
decimalText = ''
:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
elseif decimal == 0.2 then
:wikitext(default)
decimalText = ''
end
elseif decimal == 0.25 then
decimalText = '¼'
if common ~= nil then
elseif decimal == 1/3 then
if not first then
decimalText = ''
row:tag('td'):wikitext(opts.separator)
elseif decimal == 0.375 then
end
decimalText = ''
first = false
elseif decimal == 0.4 then
row:tag('td')
decimalText = ''
:addClass('cell-type-number')
elseif decimal == 0.5 then
:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
decimalText = '½'
:tag('span')
elseif decimal == 0.6 then
:addClass('text-rarity')
decimalText = ''
:addClass('text-rarity-common')
elseif decimal == 0.625 then
:wikitext(common)
decimalText = ''
end
elseif decimal == 2/3 then
decimalText = ''
if rare ~= nil then
elseif decimal == 0.75 then
if not first then
decimalText = '¾'
row:tag('td'):wikitext(opts.separator)
elseif decimal == 0.8 then
end
decimalText = ''
first = false
elseif decimal == 0.875 then
row:tag('td')
decimalText = ''
:addClass('cell-type-number')
else
:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
decimalText = ''
:tag('span')
:addClass('text-rarity')
:addClass('text-rarity-rare')
:wikitext(rare)
end
if epic ~= nil then
if not first then
row:tag('td'):wikitext(opts.separator)
end
first = false
row:tag('td')
:addClass('cell-type-number')
:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
:tag('span')
:addClass('text-rarity')
:addClass('text-rarity-epic')
:wikitext(epic)
end
end
if decimalText == '' then
if opts.footer ~= nil then
return tostring(num)
row:tag('td')
elseif integer == 0 then
:attrIf(opts.footerAlign  and type(opts.footerAlign) == 'string',  { align  = opts.footerAlign }, { align = 'left' })
return decimalText
:attrIf(opts.footerColspan and type(opts.footerColspan) == 'number', { colspan = opts.footerColspan })
:wikitext(opts.footer)
end
return row
end
 
local function renderReleaseDate(tbl, cfg, release)
local r = os.date("*t", release)
local releaseText = string.format(
'<time datetime="%04d-%02d-%02dT%02d:00:00.000+0900">%d年%d月%d日 %d時</time>~',
r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)
renderRow(tbl, cfg.name, releaseText)
end
 
local function renderCategory(tbl, cfg, stat, lang)
local category = nu.type(stat, lang, 1)
local item
if lang == 'ja' then
item = string.format('[[武器#%s|%s]][[Category:%s]]', category, category, category)
else
else
return tostring(integer) .. decimalText
item = string.format('%s[[Category:%s]]', category, category)
end
end
renderRow(tbl, cfg.name, item)
end
end


local function renderMode(table, name, stat)
local function renderAmmo(tbl, cfg, stat, lang)
local mode = nil
createCellInRow(tbl, cfg.name)
if stat.burst > 1 then
:addClass('cell-ammo')
mode = stat.burst .. '点バースト'
:wikitext(inu.ammo(stat, { lang = lang, size = 24 }))
end
 
local function renderCost(tbl, cfg, stat, ammo)
if stat == nil or aw.stringstarts(ammo, 'special_') then
return
end
end
if stat.auto then
local text = formatter:format(
if mode == nil then
aw.comma(stat[1]),
mode = 'オート'
aw.comma(stat[2]),
aw.comma(stat[3]),
aw.comma(stat[4]),
'', ' - ')
renderRow(tbl, cfg.name, cfg.header .. text)
end
 
local function appendMode(builder, cfg, stat, base)
if stat.is_semi_auto or (stat.is_semi_auto == nil and base.is_semi_auto) then
local burstCount = stat.burst_count or (base and base.burst_count) or 1
if aw.isNumberAndGreaterThanOrEqualToX(burstCount, 2) then
builder:appendFormat(cfg.burst, burstCount)
builder:append(cfg.burst_category)
else
else
mode = mode .. '・オート'
builder:append(cfg.single, cfg.single_category)
end
end
else
builder:append(cfg.auto, cfg.auto_category)
end
end
end
if stat.single then
 
if mode == nil then
local function renderMode(tbl, cfg, stat, isSpecial)
mode = '単発'
local builder = StringBuilder.new()
appendMode(builder, cfg, stat)
if stat.altfire then
builder:append(cfg.separator)
appendMode(builder, cfg, stat.altfire, stat)
end
if (Hopup.selectfire_receiver.enabled or isSpecial) and stat.selectfire_receiver then
builder:append(cfg.separator, '<span class="block-rarity disp-rarity-epic">', iu.hopup('selectfire_receiver'), ' ')
appendMode(builder, cfg, stat.selectfire_receiver, stat)
builder:append('</span>')
end
if (Hopup.double_tap_trigger.enabled or isSpecial) and stat.double_tap_trigger then
builder:append(cfg.separator, '<span class="block-rarity disp-rarity-epic">', iu.hopup('double_tap_trigger'), ' ')
appendMode(builder, cfg, stat.double_tap_trigger, stat)
builder:append('</span>')
end
renderRow(tbl, cfg.name, tostring(builder))
end
 
local HammerpointRoundsProto = {
hammerpoint_rounds = {
damage_unshielded_scale = proto.NumberRange(1),
},
}
local DisruptorRoundsProto = {
disruptor_rounds = {
damage_shield_scale = proto.NumberRange(1),
},
}
local function getDamageText(stat, root, isSpecial)
local builder = StringBuilder.new()
local rarity  = isSpecial and 'heirloom'
local damage, pellet
if root then
damage = stat.damage or root.damage
pellet = stat.pellet or root.pellet or 1
else
damage = stat.damage
pellet = stat.pellet or 1
end
if aw.isNumberAndGreaterThanOrEqualToX(pellet, 2) then
builder:appendFormat(
'<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d',
damage.base,
pellet)
if aw.isNumberAndGreaterThanZero(damage.charged) then
builder:appendFormat(
'&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d',
damage.charged,
pellet)
elseif proto.validateTypes(stat, HammerpointRoundsProto) then
if not rarity then
rarity = Hopup.hammerpoint_rounds.rarity
end
builder:appendFormat(
'&thinsp;&rarr;&thinsp;<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d\'\'\'</span>',
rarity,
rarity,
iu.hopup('hammerpoint_rounds', { rarity = rarity }),
math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale),
pellet)
end
else
if aw.isNumberAndGreaterThanZero(damage.amped) then
builder:appendFormat(
'<span class="text-type-number">%s</span> <span class="text-separator">/</span> %s&nbsp;<span class="text-type-number">%s</span>',
damage.base,
iu.item('シールドセル'),
damage.amped)
elseif aw.isNumberAndGreaterThanZero(damage.charged) then
builder:appendFormat(
'<span class="text-type-number">%s</span>&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>',
damage.base,
damage.charged)
elseif proto.validateTypes(stat, HammerpointRoundsProto) then
if not rarity then
rarity = Hopup.hammerpoint_rounds.rarity
end
builder:appendFormat(
'<span class="text-type-number">%s</span>&thinsp;&rarr;&thinsp;<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>\'\'\'</span>',
damage.base,
rarity,
rarity,
iu.hopup('hammerpoint_rounds', { rarity = rarity }),
math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale))
elseif proto.validateTypes(stat, DisruptorRoundsProto) then
if not rarity then
rarity = Hopup.disruptor_rounds.rarity
end
builder:appendFormat(
'<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>\'\'\'</span>&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>',
rarity,
rarity,
iu.hopup('disruptor_rounds', { rarity = rarity }),
math.floor(damage.base * stat.disruptor_rounds.damage_shield_scale),
damage.base)
else
else
mode = mode .. '・単発'
builder:appendFormat('<span class="text-type-number">%s</span>', damage.base)
end
end
end
end
return tostring(builder)
renderRow(table, name, mode)
end
 
local function renderHeadRow(tbl, name, head, cfg, nolist)
local opts = { align = 'left', footer = cfg.unit }
if nolist then
opts.class = 'no-list-style'
opts.headerAlign = 'right'
end
renderFormatRow(
tbl,
name,
nil,
apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1),
apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2),
apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3),
opts)
end
 
local function renderHeadEffectiveRange(tbl, cfg, stat, root)
local headDist = stat.damage_head_distance or root.damage_head_distance
if aw.isNumberAndGreaterThanZero(headDist) then
local text = string.format(cfg.head_effective_range, 0.0254 * headDist)
tbl:tag('tr')
:addClass('no-list-style')
:tag('td')
:attr('align', 'left')
:attr('colspan', 7)
:wikitext(text)
end
end
end


local function renderDamage(tbl, name, stat, ammo, pellet)
local function renderLegsRow(tbl, cfg, stat, root)
local base = stat.base
local legs = stat.damage_legs_scale or root.damage_legs_scale
local typename = type(base)
local text
if pellet ~= nil then
if aw.isNumberAndGreaterThanZero(stat.legshot_charged) then
local item = tostring(base) .. ' × ' .. tostring(pellet) .. '片'
text = string.format(
renderRow(tbl, name, item)
'<span class="text-type-number">%s</span> &rarr; <span class="text-type-number">%s</span>%s',
elseif typename == 'table' then
legs,
renderRow(tbl, name, table.concat(base, ' - '))
stat.legshot_charged,
elseif typename == 'number' then
cfg.unit)
local damageText
if stat.anvil_receiver ~= nil then
damageText = base .. ' - '
.. formatter:hopup('アンビルレシーバー', nil, 'ホップアップによる武器一覧#アンビルレシーバー')
.. '&nbsp;' .. formatter:legendary(stat.anvil_receiver.base)
else
damageText = tostring(base)
end
renderRow(tbl, name, damageText)
else
else
text = string.format(
'<span class="text-type-number">%s</span>%s',
legs,
cfg.unit)
end
tbl:tag('tr')
:tag('th')
:wikitext(cfg.legs)
:done()
:tag('td')
:attr('align', 'left')
:attr('colspan', 6)
:wikitext(text)
end
local DamageProto = {
damage = {
base    = proto.NumberRange(1),
},
damage_head_scale = proto.NumberRange(1),
damage_legs_scale = proto.NumberRange(0, 1),
}
local ShatterCapsProto = {
damage = {
base    = proto.NumberRange(1),
},
damage_head_scale = proto.NumberRange(1),
damage_legs_scale = proto.NumberRange(0, 1),
pellet = proto.NumberRange(1),
}
local damageHopups = {
{
name = 'selectfire_receiver',
proto = DamageProto,
textclass = 'text-rarity-epic',
dispclass = 'disp-rarity-epic',
},
{
name = 'anvil_receiver',
proto = DamageProto,
textclass = 'text-rarity-legendary',
dispclass = 'disp-rarity-legendary',
},
{
name = 'shatter_caps',
proto = ShatterCapsProto,
textclass = 'text-rarity-epic',
dispclass = 'disp-rarity-epic',
},
}
local function renderDamage(tbl, cfg, stat, isSpecial)
if not proto.validateTypes(stat, DamageProto) then
return
return
end
end
local head = convertDecimalToFractional(stat.headshot)
local cattext = string.format(cfg.head_category, stat.damage.headshot_charged or stat.damage_head_scale or 1)
local hlm1 = convertDecimalToFractional(0.2 + 0.8 * stat.headshot)
local cell = createCellInRow(tbl, cfg.name)
local hlm2 = convertDecimalToFractional(0.4 + 0.6 * stat.headshot)
cell:wikitext(cattext .. getDamageText(stat, nil, isSpecial))
local hlm3 = convertDecimalToFractional(0.5 + 0.5 * stat.headshot)
local leg = convertDecimalToFractional(stat.legshot)
-- Headshot
local sprm = stat.skullpiercer_rifling or 1
local head = stat.damage_head_scale or 1
local intable = cell:tag('table')
:addClass('condensedtable')
:addClass('listtable')
renderHeadRow(intable, cfg.head, head, cfg)
local hlmc = stat.damage.headshot_charged or 1
if hlmc > 1 then
local nameC = '→&nbsp;'
renderHeadRow(intable, nameC, hlmc, cfg, true)
end
local ul = mw.html.create('ul')
local sprm = stat.damage.skullpiercer_rifling or 1
if sprm > 1 then
if sprm > 1 then
local spr0 = convertDecimalToFractional(sprm)
local nameS = iu.hopup('skullpiercer_rifling') .. '&nbsp;'
local spr1 = convertDecimalToFractional(0.2 + 0.8 * sprm)
renderHeadRow(intable, nameS, sprm, cfg, true)
local spr2 = convertDecimalToFractional(0.4 + 0.6 * sprm)
local spr3 = convertDecimalToFractional(0.5 + 0.5 * sprm)
local intable = ul:tag('li')
:tag('table')
:addClass('condensedtable')
local row1 = intable:tag('tr')
row1:tag('td'):wikitext('頭')
row1:tag('td'):wikitext(head)
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:common(hlm1))
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:rare(hlm2))
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:epic(hlm3))
row1:tag('td'):wikitext('倍')
local row2 = intable:tag('tr')
row2:tag('td'):wikitext(formatter:hopup('スカルピアサーライフリング', nil, 'ホップアップによる武器一覧#スカルピアサーライフリング') .. '&nbsp;')
row2:tag('td'):wikitext(spr0)
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:common(spr1))
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:rare(spr2))
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:epic(spr3))
row2:tag('td'):wikitext('倍')
else
local headText = '頭 ' .. formatter:format(head, hlm1, hlm2, hlm3, '倍', ' - ')
ul:tag('li'):wikitext(headText)
end
end
renderHeadEffectiveRange(intable, cfg, stat, stat)
-- Legsshot
renderLegsRow(intable, cfg, stat, stat)
local legText
-- [Hop-Up] Selectfire Receiver, Anvil Receiver & Shatter Caps
if stat.anvil_receiver ~= nil then
for _, v in ipairs(damageHopups) do
local anvilleg = convertDecimalToFractional(stat.anvil_receiver.legshot)
local hopupStat = stat[v.name]
legText = '' .. leg .. ' - '
if (Hopup[v.name].enabled or isSpecial) and proto.validateTypes(hopupStat, v.proto) then
.. formatter:hopup('アンビルレシーバー', nil, 'ホップアップによる武器一覧#アンビルレシーバー')
local intblS = cell:tag('div')
.. '&nbsp;' .. formatter:legendary(anvilleg) .. ''
:addClass('tpl-weapon-inbox')
:addClass(specialOnly and 'disp-rarity-heirloom' or v.dispclass)
:wikitext(iu.hopup(v.name) .. '&nbsp;')
:tag('span')
:addClass('text-rarity')
:addClass(specialOnly and 'text-rarity-heirloom' or v.textclass)
:wikitext(getDamageText(hopupStat, stat))
:done()
:tag('table')
:addClass('condensedtable')
:addClass('listtable')
local head = hopupStat.damage_head_scale or stat.damage_head_scale or 1
renderHeadRow(intblS, cfg.head, head, cfg)
renderHeadEffectiveRange(intblS, cfg, hopupStat, stat)
renderLegsRow          (intblS, cfg, hopupStat, stat)
end
end
end
 
local function renderFirerate(tbl, cfg, stat, lang)
local cell = createCellInRow(tbl, cfg.name)
local node, newcell = require('Module:WeaponInfobox/Firerate').renderFirerate(stat, lang)
if newcell then
tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
else
else
legText = '脚 ' .. leg .. '倍'
cell:node(node)
end
end
ul:tag('li'):wikitext(legText)
tbl:tag('tr')
:tag('td')
:attr('colspan', 2)
:node(ul)
end
end


local function renderFirerate(tbl, name, firerate, mode)
local function renderProjectileSpeed(tbl, cfg, projectile_speed, projectile_speed_charged)
if firerate == nil then
if not aw.isNumberAndGreaterThanZero(projectile_speed) then
return
return
end
end
local cell = createCellInRow(tbl, name)
local text
if mode.auto then
if projectile_speed == math.huge then
if mode.single then
text = cfg.hitscan
if firerate.anvil_receiver then
elseif aw.isNumberAndGreaterThanZero(move_speed_charged) then
local ul = tbl:tag('tr'):tag('td'):attr('colspan', 2):tag('ul')
text = string.format(
ul:tag('li'):wikitext('オート: ' .. firerate.auto .. ' rps <small>(' .. (60 * firerate.auto) .. ' rpm)</small>')
'<span class="text-type-number">%s</span> → <span class="text-type-number">%s</span>%s',
string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),
if firerate.auto ~= firerate.single then
string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed_charged, 2))),
ul:tag('li'):wikitext('単発: ' .. firerate.single .. ' rps <small>(' .. (60 * firerate.single) .. ' rpm)</small>')
cfg.unit)
end
else
text = string.format(
if firerate.anvil_receiver then
'<span class="text-type-number">%s</span>%s',
ul:tag('li')
string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),
:wikitext(
cfg.unit)
formatter:hopup('アンビルレシーバー', nil, 'ホップアップによる武器一覧#アンビルレシーバー')
.. ': ' .. firerate.anvil_receiver .. ' rps <small>(' .. (60 * firerate.anvil_receiver) .. ' rpm)</small>')
end
elseif firerate.auto ~= firerate.single then
tbl:tag('tr')
:tag('td')
:attr('colspan', 2)
:tag('ul')
:tag('li')
:wikitext('オート: ' .. firerate.auto .. ' rps <small>(' .. (60 * firerate.auto) .. ' rpm)</small>')
:done()
:tag('li')
:wikitext('単発: ' .. firerate.single .. ' rps <small>(' .. (60 * firerate.single) .. ' rpm)</small>')
else
local rps = firerate.auto
cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
end
else
local rps = firerate.auto
cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
end
elseif mode.single then
local rps = firerate.single
cell:wikitext(rps .. ' rps <small>(' .. (60 * rps) .. ' rpm)</small>')
end
end
renderRow(tbl, cfg.name, text)
end
end


local function renderRowDPS(tbl, name, leg, body, head, skullpiercer, tag)
local ShatterCapsMoveSpeedProto = {
tag = tag or 'td'
shatter_caps = {
move_speed = proto.NumberRange(0, 1),
},
}
local function getMoveSpeedText(cfg, moveSpeed)
return string.format(
'<span class="text-type-number">%s</span>%s',
string.format(cfg.format, 100 * (moveSpeed - 1)),
cfg.unit)
end
local function renderMoveSpeed(tbl, cfg, stat)
if not aw.isNumberAndGreaterThanZero(stat.move_speed) then
return
end
local row = tbl:tag('tr')
local text
row:tag('th'):wikitext(name)
if leg == '' then
-- [Hop-up] Shatter Caps
row:tag(tag)
if proto.validateTypes(stat, ShatterCapsMoveSpeedProto) and stat.move_speed ~= stat.shatter_caps.move_speed then
:attr('align', 'center')
text = string.format(
:addClass('disabled')
'%s%s<span class="block-rarity disp-rarity-epic text-rarity text-rarity-epic">%s %s</span>',
:wikitext('–')
getMoveSpeedText(cfg, stat.move_speed),
elseif leg ~= nil and leg ~= body then
cfg.separator,
row:tag(tag):wikitext(leg)
iu.hopup('shatter_caps'),
end
getMoveSpeedText(cfg, stat.shatter_caps.move_speed))
row
elseif aw.isNumberAndGreaterThanZero(stat.move_speed_charged) then
:tag(tag):wikitext(body):done()
text = string.format(
:tag(tag):wikitext(head)
'%s → %s',
if skullpiercer ~= nil then
getMoveSpeedText(cfg, stat.move_speed),
row:tag(tag):wikitext(skullpiercer)
getMoveSpeedText(cfg, stat.move_speed_charged),
cfg.unit)
else
text = getMoveSpeedText(cfg, stat.move_speed)
end
end
renderRow(tbl, cfg.name, text)
end
end


local function toDPSText(dps)
local function renderDPS(tbl, cfg, stat, lang)
return string.format("%.1f", dps)
local sld  = require('Module:Stat/Shield')['reinforcehelmets']
local node = require('Module:WeaponInfobox/DPS').renderDPS(stat, sld, lang)
createCellInRow(tbl, cfg.name)
tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
end
end


local function renderDPS(tbl, name, stat)
local function renderMagazineRow(intbl, name, mag, rsvmag, cfg, opts)
if stat.firerate == nil then
opts = opts or {}
return
intbl:tag('tr')
:addClassIf(opts.class and type(opts.class) == 'string', opts.class)
:tag('th')
:wikitext(name)
:done()
:tag('td')
:addClass('cell-type-number')
:attr('align', 'right')
:wikitext(mag)
:done()
:tag('td')
:wikitext(cfg.unit)
:done()
:tag('td')
:addClass('text-secondary')
:wikitext('&nbsp;/&nbsp;')
:done()
:tag('td')
:addClass('cell-type-number')
:attr('align', 'right')
:wikitext(rsvmag == math.huge and cfg.infinity or rsvmag)
:done()
:tag('td')
:wikitext(cfg.unit)
end
 
local function calcVirtualMagSize(overheat, firerate, moddedLoader)
if moddedLoader then
return math.ceil(1.15 * overheat * firerate)
else
return math.ceil(overheat * firerate)
end
end
end
local MultipleNumberProto = {
proto.NumberRange(0),
proto.NumberRange(0),
proto.NumberRange(0),
proto.NumberRange(0),
}
local function renderMagazine(tbl, cfg, stat, isSpecial, isModdedLoaderAttachable)
local magazine = stat.magazine
local typename = type(magazine)
local text
local damage = stat.damage.base
-- 物資投下武器
local typename = type(damage)
if isSpecial or stat.ammo == 'minigun' then
if typename == 'table' then
local magazine2
renderRow(tbl, name, table.concat(damage, ' - '))
if typename == 'table' then
elseif typename == 'number' then
magazine2 = magazine[4]
renderRow(tbl, name, '')
else
magazine2 = magazine
end
local firerate
if aw.isNumberAndGreaterThanZero(stat.magazine_reserve) then
if stat.mode.auto then
if isModdedLoaderAttachable then
firerate = stat.firerate.auto
local moddedLoaderMagazine2 = apex.calcMagazineWithModdedLoader(magazine2)
elseif stat.mode.single then
local moddedLoaderReserve  = stat.magazine_reserve - (moddedLoaderMagazine2 - magazine2)
firerate = stat.firerate.single
local intbl = createCellInRow(tbl, cfg.name)
:tag('table')
:addClass('condensedtable')
renderMagazineRow(intbl, '', magazine2, stat.magazine_reserve, cfg)
renderMagazineRow(intbl, iu.passive('modded_loader') .. '&nbsp;', moddedLoaderMagazine2, moddedLoaderReserve, cfg)
return
elseif magazine2 == math.huge then
text = string.format(
'%s <span class="text-separator">/</span> <span class="text-type-number">%s</span>%s',
cfg.infinity,
stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,
cfg.unit)
else
text = string.format(
'<span class="text-type-number">%d</span>%s <span class="text-separator">/</span> <span class="text-type-number">%s</span>%s',
magazine2,
cfg.unit,
stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,
cfg.unit)
end
else
else
text = string.format('<span class="text-type-number">%d</span>%s', magazine2, cfg.unit)
end
-- 拡張マガジンあり
elseif typename == 'table' then
if isModdedLoaderAttachable then
local intable = createCellInRow(tbl, cfg.name)
:tag('table')
:addClass('condensedtable')
renderFormatRow(
intable,
'',
magazine[1], magazine[2], magazine[3], magazine[4],
{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
local moddedLoaderMagazine = apex.calcMagazinesWithModdedLoader(magazine)
renderFormatRow(
intable,
iu.passive('modded_loader') .. '&nbsp;',
moddedLoaderMagazine[1],
moddedLoaderMagazine[2],
moddedLoaderMagazine[3],
moddedLoaderMagazine[4],
{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
return
return
end
local pellet = stat.pellet or 1
-- Boosted Loader
local headDamage = aw.round(stat.damage.headshot * damage)
elseif stat.boosted_loader and proto.validateTypes(stat.boosted_loader.magazine, MultipleNumberProto) then
local legDamage = aw.round(stat.damage.legshot * damage)
local intable = createCellInRow(tbl, cfg.name)
local skullpiercer = stat.damage.skullpiercer_rifling
:tag('table')
:addClass('condensedtable')
:addClass('raritytable')
renderFormatRow(
intable,
'',
magazine[1], magazine[2], magazine[3], magazine[4],
{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
renderFormatRow(
intable,
iu.hopup('boosted_loader') .. '&nbsp;',
stat.boosted_loader.magazine[1],
stat.boosted_loader.magazine[2],
stat.boosted_loader.magazine[3],
stat.boosted_loader.magazine[4],
{ rarity = 'legendary', separator = '&thinsp;-&thinsp;', footer = cfg.unit })
return
local skullpiercerHeader = nil
else
local commonSkullpiercerDPS = nil
text = formatter:format(magazine[1], magazine[2], magazine[3], magazine[4], cfg.unit, ' - ')
local lowprofileSkullpiercerDPS = nil
end
local fortifiedSkullpiercerDPS = nil
if skullpiercer ~= nil then
-- 拡張マガジンなし
skullpiercerHeader = formatter:hopup('スカルピアサーライフリング', nil, 'ホップアップによる武器一覧#スカルピアサーライフリング')
elseif typename == 'number' then
if magazine == math.huge then
if aw.isNumberAndGreaterThanZero(stat.firerate) then
if proto.validateTypes(stat.overheat, MultipleNumberProto) then
local intable = createCellInRow(tbl, cfg.name):tag('table'):addClass('condensedtable')
renderFormatRow(
intable,
'',
calcVirtualMagSize(stat.overheat[1], stat.firerate),
calcVirtualMagSize(stat.overheat[2], stat.firerate),
calcVirtualMagSize(stat.overheat[3], stat.firerate),
calcVirtualMagSize(stat.overheat[4], stat.firerate),
{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
renderFormatRow(
intable,
cfg.seconds.name,
string.format(cfg.seconds.format, stat.overheat[1]),
string.format(cfg.seconds.format, stat.overheat[2]),
string.format(cfg.seconds.format, stat.overheat[3]),
string.format(cfg.seconds.format, stat.overheat[4]),
{ class = 'no-list-style text-secondary text-smaller', headerAlign = 'right', separator = '&thinsp;-&thinsp;', footer = cfg.seconds.unit })
if isModdedLoaderAttachable then
renderFormatRow(
intable,
iu.passive('modded_loader') .. '&nbsp;',
calcVirtualMagSize(stat.overheat[1], stat.firerate, true),
calcVirtualMagSize(stat.overheat[2], stat.firerate, true),
calcVirtualMagSize(stat.overheat[3], stat.firerate, true),
calcVirtualMagSize(stat.overheat[4], stat.firerate, true),
{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
renderFormatRow(
intable,
cfg.seconds.name,
string.format(cfg.seconds.format, 1.15 * stat.overheat[1]),
string.format(cfg.seconds.format, 1.15 * stat.overheat[2]),
string.format(cfg.seconds.format, 1.15 * stat.overheat[3]),
string.format(cfg.seconds.format, 1.15 * stat.overheat[4]),
{ class = 'no-list-style text-secondary text-smaller', headerAlign = 'right', separator = '&thinsp;-&thinsp;', footer = cfg.seconds.unit })
end
return
elseif aw.isNumberAndGreaterThanZero(stat.overheat) then
text = string.format(
'%s (<span class="text-type-number">%d</span>%s <span class="text-separator">/</span> %s <span class="text-type-number">%d</span>%s)',
cfg.infinity,
1 + math.floor(stat.overheat * stat.firerate),
cfg.unit,
iu.passive('modded_loader'),
1 + math.floor(1.15 * stat.overheat * stat.firerate),
cfg.unit)
else
text = cfg.infinity
end
else
text = cfg.infinity
end
elseif aw.isNumberAndGreaterThanX(stat.ammo_per_shot, 1) then
local times = magazine / stat.ammo_per_shot
local timesText
if type(cfg.times.format) == 'table' then
if times > 2 then
timesText = string.format(cfg.times.format[3], times)
else
timesText = cfg.times.format[times]
end
else
timesText = string.format(cfg.times.format, times)
end
text = string.format(
'<span class="text-type-number">%d</span>%s <span class="text-secondary"><small>(%s)</small></span>',
magazine, cfg.unit, timesText)
local skullpiercerDamage = aw.round(skullpiercer * damage)
commonSkullpiercerDPS = toDPSText(pellet * skullpiercerDamage * firerate)
lowprofileSkullpiercerDPS = toDPSText(pellet * aw.selectiveRound(1.05 * skullpiercerDamage, useRound) * firerate)
fortifiedSkullpiercerDPS = toDPSText(pellet * aw.round(0.85 * skullpiercerDamage) * firerate)
end
local useRound = stat.damage.round or false
local intable = tbl:tag('tr')
:tag('td')
:attr('colspan', 2)
:tag('table')
:addClass('intable')
:addClass('numbertable')
local lowprofileLegDamagePlaceholder
if stat.damage.legshot == 1 then
lowprofileLegDamagePlaceholder = nil
renderRowDPS(intable, '', nil, '胴', '頭', skullpiercerHeader, 'th')
else
else
lowprofileLegDamagePlaceholder = ''
text = string.format('<span class="text-type-number">%d</span>%s', magazine, cfg.unit)
renderRowDPS(intable, '', '脚', '胴', '頭', skullpiercerHeader, 'th')
end
end
renderRowDPS(
end
intable,
'通常',
renderRow(tbl, cfg.name, text)
toDPSText(pellet * legDamage * firerate),
end
toDPSText(pellet * damage * firerate),
 
toDPSText(pellet * headDamage * firerate),
local function renderDuration(tbl, cfg, stat, lang)
commonSkullpiercerDPS)
local node, isSimple = require('Module:WeaponInfobox/Duration').renderDuration(stat, lang)
renderRowDPS(
local cell = createCellInRow(tbl, cfg.name)
intable,
if isSimple then
'小柄',
cell:node(node)
lowprofileLegDamagePlaceholder,
toDPSText(pellet * aw.selectiveRound(1.05 * damage, useRound) * firerate),
toDPSText(pellet * aw.selectiveRound(1.05 * headDamage, useRound) * firerate),
lowprofileSkullpiercerDPS)
renderRowDPS(
intable,
'鉄壁',
toDPSText(pellet * aw.round(0.85 * legDamage) * firerate),
toDPSText(pellet * aw.round(0.85 * damage) * firerate),
toDPSText(pellet * aw.round(0.85 * headDamage) * firerate),
fortifiedSkullpiercerDPS)
else
else
return
tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
end
end
end
end


local function renderMagazine(table, name, stat, category)
local function renderSpread(tbl, cfg, stat, lang, frame)
local typename = type(stat)
local Spread = require('Module:WeaponInfobox/Spread')
if typename == 'table' then
local node = Spread.renderSpread(stat.spread, stat.attachments.laser_sight, stat.quickdraw_holster and stat.quickdraw_holster.spread, lang)
if category == 'light_machine_gun' then
local cell = createCellInRow(tbl, cfg.name)
local intable = table:tag('tr')
if node.tagName == 'span' then
:tag('th')
cell:node(node)
:wikitext(name)
elseif Hopup.anvil_receiver.enabled and stat.anvil_receiver and stat.anvil_receiver.spread then
:done()
local node2 = Spread.renderSpread(stat.anvil_receiver.spread, stat.attachments.laser_sight, nil, lang)
if frame then
local tabContent = string.format(
'{{#tab:%s|%s}}{{#tab:%s|%s}}',
cfg.normal, tostring(node),
cfg.anvil_receiver, tostring(node2))
tbl:tag('tr')
:tag('td')
:tag('td')
:tag('table')
:attr('colspan', 2)
:addClass('condensedtable')
:wikitext(frame:extensionTag { name = 'tabs', content = tabContent, args = { class = 'tabs-intable' }})
local row1 = intable:tag('tr')
row1:tag('td'):wikitext('')
row1:tag('td'):wikitext(stat[1])
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:common(stat[2]))
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:rare(stat[3]))
row1:tag('td'):wikitext('&nbsp;-&nbsp;')
row1:tag('td'):wikitext(formatter:epic(stat[4]))
local row2 = intable:tag('tr')
row2:tag('td'):wikitext(formatter:hopup('改造ローダー') .. '&nbsp;')
row2:tag('td'):wikitext(stat['modded0'])
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:common(stat['modded1']))
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:rare(stat['modded2']))
row2:tag('td'):wikitext('&nbsp;-&nbsp;')
row2:tag('td'):wikitext(formatter:epic(stat['modded3']))
else
else
local text = formatter:format(stat[1], stat[2], stat[3], stat[4], '', ' - ')
tbl:tag('tr')
renderRow(table, name, text)
:tag('td')
:attr('colspan', 2)
:tag('b')
:wikitext(cfg.normal)
:done()
:node(node)
:tag('b')
:wikitext(cfg.anvil_receiver)
:done()
:node(node2)
end
end
elseif typename == 'number' then
elseif stat.spread_charged then
if stat == math.huge then
local node2 = Spread.renderSpread(stat.spread_charged , nil, lang)
renderRow(table, name, '')
if frame then
local tabContent = string.format(
'{{#tab:%s|%s}}{{#tab:%s|%s}}',
cfg.normal, tostring(node),
cfg.full_charge, tostring(node2))
tbl:tag('tr')
:tag('td')
:attr('colspan', 2)
:wikitext(frame:extensionTag { name = 'tabs', content = tabContent, args = { class = 'tabs-intable' }})
else
else
renderRow(table, name, stat)
tbl:tag('tr')
:tag('td')
:attr('colspan', 2)
:tag('b')
:wikitext(cfg.normal)
:done()
:node(node)
:tag('b')
:wikitext(cfg.full_charge)
:done()
:node(node2)
end
end
else
else
tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
end
end
local function renderSpreadDecayRow(intbl, name, cfg, spread, opts)
opts = opts or {}
intbl:tag('tr')
:addClassIf(type(opts.rarity) == 'string', 'row-rarity-one disp-rarity-' .. (opts.rarity or 'common'))
:tag('th')
:wikitext(name)
:done()
:tag('td')
:addClass('cell-type-number')
:attr('align', 'right')
:wikitext(string.format(cfg.rate.format, spread.decay_rate))
:done()
:tag('td')
:wikitext(cfg.rate.unit)
:done()
:tag('td')
:addClass('text-smaller')
:wikitext(cfg.delay.name)
:done()
:tag('td')
:addClass('cell-type-number')
:addClass('text-smaller')
:attr('align', 'right')
:wikitext(string.format(cfg.delay.format, spread.decay_delay))
:done()
:tag('td')
:addClass('text-smaller')
:wikitext(cfg.delay.unit)
end
local function renderSpreadDecay(tbl, cfg, stat)
if not (aw.isNumberAndGreaterThanZero(stat.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.spread.decay_delay)) then
return
return
end
local cell = createCellInRow(tbl, cfg.name)
-- [Hop-up] Anvil Receiver
if stat.anvil_receiver and stat.anvil_receiver.spread and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_delay) then
local intbl = cell:tag('table')
:addClass('condensedtable')
:addClass('raritytable')
renderSpreadDecayRow(
intbl,
'',
cfg,
stat.spread)
renderSpreadDecayRow(
intbl,
iu.hopup('anvil_receiver') .. '&nbsp;',
cfg,
stat.anvil_receiver.spread,
{ rarity = 'legendary' })
else
local text = string.format(cfg.format, stat.spread.decay_rate, stat.spread.decay_delay)
cell:wikitext(text)
end
end
end
end


local function renderTable(args, stat)
local function createTable(cfg, name, stat, lang, frame)
stat = stat or require('Module:Stat/Weapon')[args.name]
local isSpecial = aw.stringstarts(stat.ammo, "special_")
local isModdedLoaderAttachable = stat.category == 'light_machine_gun' or stat.ammo == 'minigun'
local category = stat.category
local tbl = mw.html.create('table')
local table = mw.html.create('table')
renderReleaseDate(tbl, cfg.release, stat.release)
renderCategory(table, '種類', category)
renderCategory(tbl, cfg.category, stat.category, lang)
renderAmmo(table, '弾薬', stat.ammo)
renderAmmo(tbl, cfg.ammo, stat.ammo, lang)
renderMode(table, '射撃モード', stat.mode)
renderCost(tbl, cfg.cost, stat.cost, stat.ammo)
renderDamage(table, 'ダメージ', stat.damage, stat.ammo, stat.pellet)
renderMode(tbl, cfg.mode, stat, isSpecial)
renderFirerate(table, '射撃速度', stat.firerate, stat.mode)
renderDamage(tbl, cfg.damage, stat, isSpecial)
renderDPS(table, 'DPS', stat)
if stat.firerate then
renderMagazine(table, '装填数', stat.magazine, category)
renderFirerate(tbl, cfg.firerate, stat, lang)
return table
end
renderProjectileSpeed(tbl, cfg.projectilespeed, stat.projectile_speed, stat.projectile_speed_charged)
renderMoveSpeed(tbl, cfg.movespeed, stat, stat)
renderMagazine(tbl, cfg.magazine, stat, isSpecial, isModdedLoaderAttachable)
if stat.firerate and name ~= 'ボセックコンパウンドボウ' then
renderDPS(tbl, cfg.dps, stat, lang)
end
if stat.time then
renderDuration(tbl, cfg.duration, stat, lang)
end
if stat.spread then
renderSpread(tbl, cfg.spread, stat, lang, frame)
renderSpreadDecay(tbl, cfg.spreaddecay, stat)
end
return tbl
end
end


function p.getNode(stat, formatter2)
local function renderInfobox(args, frame)
formatter = formatter2 or require('Module:Utility/Formatter').new()
local lang = args and args.lang or 'ja'
return renderTable(nil, stat)
local cfglang = cfg[lang]
local stat = mw.loadData('Module:Stat/Weapon')[args.name]
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(args.name .. iu.ammo(stat.ammo, { size = 40 }))
div:node(createTable(cfglang, args.name, stat, lang, frame))
return div
end
end


function p._main(args, frame)
function p._main(args, frame)
formatter = require('Module:Utility/Formatter').new(frame)
formatter = require('Module:Utility/Formatter').new(frame)
return tostring(renderTable(args))
return tostring(renderInfobox(args, frame))
end
end



2022年8月13日 (土) 12:12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:WeaponInfobox/doc に作成できます

require('Module:Utility/mw.html Extensions')

local p = {}
local cfg = mw.loadData('Module:WeaponInfobox/configuration')
local Hopup = mw.loadData('Module:Stat/Hopup')

local aw    = require('Module:Utility/Library')
local apex  = require('Module:Utility/ApexLibrary')
local iu    = require('Module:Utility/Image')
local inu   = require('Module:Utility/ImageWithName')
local nu    = require('Module:Utility/Name')
local proto = require('Module:Utility/Prototypes')
local StringBuilder = require('Module:Utility/StringBuilder')
local formatter -- lazily initialized
local getArgs -- lazily initialized

local function createCellInRow(tbl, name)
	return tbl:tag('tr')
		:tag('th')
			:wikitext(name)
			:done()
		:tag('td')
end

local function renderRow(tbl, name, item)
	createCellInRow(tbl, name):wikitext(item)
end

local function renderFormatRow(tbl, name, default, common, rare, epic, opts)
	opts = opts or {}
	opts.separator = opts.separator or '&nbsp;-&nbsp;'
	local row = tbl:tag('tr')
		:addClassIf(type(opts.class)  == 'string', opts.class)
		:addClassIf(type(opts.rarity) == 'string', 'row-rarity-one disp-rarity-' .. (opts.rarity or 'common'))
	
	if name ~= nil then
		row:tag('th')
			:attrIf(opts.headerAlign and type(opts.headerAlign) == 'string', { align = opts.headerAlign })
			:wikitext(name)
	end

	local first = true
	if default ~= nil then
		first = false
		row:tag('td')
			:addClass('cell-type-number')
			:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
			:wikitext(default)
	end
	
	if common ~= nil then
		if not first then
			row:tag('td'):wikitext(opts.separator)
		end
		first = false
		row:tag('td')
			:addClass('cell-type-number')
			:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
			:tag('span')
				:addClass('text-rarity')
				:addClass('text-rarity-common')
				:wikitext(common)
	end
	
	if rare ~= nil then
		if not first then
			row:tag('td'):wikitext(opts.separator)
		end
		first = false
		row:tag('td')
			:addClass('cell-type-number')
			:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
			:tag('span')
				:addClass('text-rarity')
				:addClass('text-rarity-rare')
				:wikitext(rare)
	end
	
	if epic ~= nil then
		if not first then
			row:tag('td'):wikitext(opts.separator)
		end
		first = false
		row:tag('td')
			:addClass('cell-type-number')
			:attrIf(opts.align and type(opts.align) == 'string', { align = opts.align })
			:tag('span')
				:addClass('text-rarity')
				:addClass('text-rarity-epic')
				:wikitext(epic)
	end
	
	if opts.footer ~= nil then
		row:tag('td')
			:attrIf(opts.footerAlign   and type(opts.footerAlign) == 'string',   { align   = opts.footerAlign }, { align = 'left' })
			:attrIf(opts.footerColspan and type(opts.footerColspan) == 'number', { colspan = opts.footerColspan })
			:wikitext(opts.footer)
	end
	return row
end

local function renderReleaseDate(tbl, cfg, release)
	local r = os.date("*t", release)
	local releaseText = string.format(
		'<time datetime="%04d-%02d-%02dT%02d:00:00.000+0900">%d年%d月%d日 %d時</time>~',
		r.year, r.month, r.day, r.hour, r.year, r.month, r.day, r.hour)
	renderRow(tbl, cfg.name, releaseText)
end

local function renderCategory(tbl, cfg, stat, lang)
	local category = nu.type(stat, lang, 1)
	local item
	if lang == 'ja' then
		item = string.format('[[武器#%s|%s]][[Category:%s]]', category, category, category)
	else
		item = string.format('%s[[Category:%s]]', category, category)
	end
	renderRow(tbl, cfg.name, item)
end

local function renderAmmo(tbl, cfg, stat, lang)
	createCellInRow(tbl, cfg.name)
		:addClass('cell-ammo')
		:wikitext(inu.ammo(stat, { lang = lang, size = 24 }))
end

local function renderCost(tbl, cfg, stat, ammo)
	if stat == nil or aw.stringstarts(ammo, 'special_') then
		return
	end
	
	local text = formatter:format(
		aw.comma(stat[1]),
		aw.comma(stat[2]),
		aw.comma(stat[3]),
		aw.comma(stat[4]),
		'', ' - ')
	renderRow(tbl, cfg.name, cfg.header .. text)
end

local function appendMode(builder, cfg, stat, base)
	if stat.is_semi_auto or (stat.is_semi_auto == nil and base.is_semi_auto) then
		local burstCount = stat.burst_count or (base and base.burst_count) or 1
		if aw.isNumberAndGreaterThanOrEqualToX(burstCount, 2) then
			builder:appendFormat(cfg.burst, burstCount)
			builder:append(cfg.burst_category)
		else
			builder:append(cfg.single, cfg.single_category)
		end
	else
		builder:append(cfg.auto, cfg.auto_category)
	end
end

local function renderMode(tbl, cfg, stat, isSpecial)
	local builder = StringBuilder.new()
	appendMode(builder, cfg, stat)
	if stat.altfire then
		builder:append(cfg.separator)
		appendMode(builder, cfg, stat.altfire, stat)
	end
	if (Hopup.selectfire_receiver.enabled or isSpecial) and stat.selectfire_receiver then
		builder:append(cfg.separator, '<span class="block-rarity disp-rarity-epic">', iu.hopup('selectfire_receiver'), ' ')
		appendMode(builder, cfg, stat.selectfire_receiver, stat)
		builder:append('</span>')
	end
	if (Hopup.double_tap_trigger.enabled or isSpecial) and stat.double_tap_trigger then
		builder:append(cfg.separator, '<span class="block-rarity disp-rarity-epic">', iu.hopup('double_tap_trigger'), ' ')
		appendMode(builder, cfg, stat.double_tap_trigger, stat)
		builder:append('</span>')
	end
	renderRow(tbl, cfg.name, tostring(builder))
end

local HammerpointRoundsProto = {
	hammerpoint_rounds = {
		damage_unshielded_scale = proto.NumberRange(1),
	},
}
local DisruptorRoundsProto = {
	disruptor_rounds = {
		damage_shield_scale = proto.NumberRange(1),
	},
}
local function getDamageText(stat, root, isSpecial)
	local builder = StringBuilder.new()
	local rarity  = isSpecial and 'heirloom'
	local damage, pellet
	if root then
		damage = stat.damage or root.damage
		pellet = stat.pellet or root.pellet or 1
	else
		damage = stat.damage
		pellet = stat.pellet or 1
	end
	if aw.isNumberAndGreaterThanOrEqualToX(pellet, 2) then
		builder:appendFormat(
			'<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d',
			damage.base,
			pellet)
		
		if aw.isNumberAndGreaterThanZero(damage.charged) then
			builder:appendFormat(
				'&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d',
				damage.charged,
				pellet)
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then
			if not rarity then
				rarity = Hopup.hammerpoint_rounds.rarity
			end
			builder:appendFormat(
				'&thinsp;&rarr;&thinsp;<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>&thinsp;&times;&thinsp;%d\'\'\'</span>',
				rarity,
				rarity,
				iu.hopup('hammerpoint_rounds', { rarity = rarity }),
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale),
				pellet)
		end
	else
		if aw.isNumberAndGreaterThanZero(damage.amped) then
			builder:appendFormat(
				'<span class="text-type-number">%s</span> <span class="text-separator">/</span> %s&nbsp;<span class="text-type-number">%s</span>',
				damage.base,
				iu.item('シールドセル'),
				damage.amped)
		elseif aw.isNumberAndGreaterThanZero(damage.charged) then
			builder:appendFormat(
				'<span class="text-type-number">%s</span>&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>',
				damage.base,
				damage.charged)
		elseif proto.validateTypes(stat, HammerpointRoundsProto) then
			if not rarity then
				rarity = Hopup.hammerpoint_rounds.rarity
			end
			builder:appendFormat(
				'<span class="text-type-number">%s</span>&thinsp;&rarr;&thinsp;<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>\'\'\'</span>',
				damage.base,
				rarity,
				rarity,
				iu.hopup('hammerpoint_rounds', { rarity = rarity }),
				math.floor(damage.base * stat.hammerpoint_rounds.damage_unshielded_scale))
		elseif proto.validateTypes(stat, DisruptorRoundsProto) then
			if not rarity then
				rarity = Hopup.disruptor_rounds.rarity
			end
			builder:appendFormat(
				'<span class="block-rarity disp-rarity-%s text-rarity text-rarity-%s">%s \'\'\'<span class="text-type-number">%s</span>\'\'\'</span>&thinsp;&rarr;&thinsp;<span class="text-type-number">%s</span>',
				rarity,
				rarity,
				iu.hopup('disruptor_rounds', { rarity = rarity }),
				math.floor(damage.base * stat.disruptor_rounds.damage_shield_scale),
				damage.base)
		else
			builder:appendFormat('<span class="text-type-number">%s</span>', damage.base)
		end
	end
	return tostring(builder)
end

local function renderHeadRow(tbl, name, head, cfg, nolist)
	local opts = { align = 'left', footer = cfg.unit }
	if nolist then
		opts.class = 'no-list-style'
		opts.headerAlign = 'right'
	end
	renderFormatRow(
		tbl,
		name,
		nil,
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1),
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2),
		apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3),
		opts)
end

local function renderHeadEffectiveRange(tbl, cfg, stat, root)
	local headDist = stat.damage_head_distance or root.damage_head_distance
	if aw.isNumberAndGreaterThanZero(headDist) then
		local text = string.format(cfg.head_effective_range, 0.0254 * headDist)
		tbl:tag('tr')
			:addClass('no-list-style')
			:tag('td')
				:attr('align', 'left')
				:attr('colspan', 7)
				:wikitext(text)
	end
end

local function renderLegsRow(tbl, cfg, stat, root)
	local legs = stat.damage_legs_scale or root.damage_legs_scale
	local text
	if aw.isNumberAndGreaterThanZero(stat.legshot_charged) then
		text = string.format(
			'<span class="text-type-number">%s</span> &rarr; <span class="text-type-number">%s</span>%s',
			legs,
			stat.legshot_charged,
			cfg.unit)
	else
		text = string.format(
			'<span class="text-type-number">%s</span>%s',
			legs,
			cfg.unit)
	end
	tbl:tag('tr')
		:tag('th')
			:wikitext(cfg.legs)
			:done()
		:tag('td')
			:attr('align', 'left')
			:attr('colspan', 6)
			:wikitext(text)
end

local DamageProto = {
	damage = {
		base     = proto.NumberRange(1),
	},
	damage_head_scale = proto.NumberRange(1),
	damage_legs_scale = proto.NumberRange(0, 1),
}
local ShatterCapsProto = {
	damage = {
		base     = proto.NumberRange(1),
	},
	damage_head_scale = proto.NumberRange(1),
	damage_legs_scale = proto.NumberRange(0, 1),
	pellet = proto.NumberRange(1),
}
local damageHopups = {
	{
		name = 'selectfire_receiver',
		proto = DamageProto,
		textclass = 'text-rarity-epic',
		dispclass = 'disp-rarity-epic',
	},
	{
		name = 'anvil_receiver',
		proto = DamageProto,
		textclass = 'text-rarity-legendary',
		dispclass = 'disp-rarity-legendary',
	},
	{
		name = 'shatter_caps',
		proto = ShatterCapsProto,
		textclass = 'text-rarity-epic',
		dispclass = 'disp-rarity-epic',
	},
}
local function renderDamage(tbl, cfg, stat, isSpecial)
	if not proto.validateTypes(stat, DamageProto) then
		return
	end
	
	local cattext = string.format(cfg.head_category, stat.damage.headshot_charged or stat.damage_head_scale or 1)
	local cell = createCellInRow(tbl, cfg.name)
	cell:wikitext(cattext .. getDamageText(stat, nil, isSpecial))
		
	-- Headshot
	local head = stat.damage_head_scale or 1
	local intable = cell:tag('table')
		:addClass('condensedtable')
		:addClass('listtable')
	renderHeadRow(intable, cfg.head, head, cfg)
	
	local hlmc = stat.damage.headshot_charged or 1
	if hlmc > 1 then
		local nameC = '→&nbsp;'
		renderHeadRow(intable, nameC, hlmc, cfg, true)
	end
	
	local sprm = stat.damage.skullpiercer_rifling or 1
	if sprm > 1 then
		local nameS = iu.hopup('skullpiercer_rifling') .. '&nbsp;'
		renderHeadRow(intable, nameS, sprm, cfg, true)
	end
	renderHeadEffectiveRange(intable, cfg, stat, stat)
	
	-- Legsshot
	renderLegsRow(intable, cfg, stat, stat)
	
	-- [Hop-Up] Selectfire Receiver, Anvil Receiver & Shatter Caps
	for _, v in ipairs(damageHopups) do
		local hopupStat = stat[v.name]
		if (Hopup[v.name].enabled or isSpecial) and proto.validateTypes(hopupStat, v.proto) then
			local intblS = cell:tag('div')
				:addClass('tpl-weapon-inbox')
				:addClass(specialOnly and 'disp-rarity-heirloom' or v.dispclass)
				:wikitext(iu.hopup(v.name) .. '&nbsp;')
				:tag('span')
					:addClass('text-rarity')
					:addClass(specialOnly and 'text-rarity-heirloom' or v.textclass)
					:wikitext(getDamageText(hopupStat, stat))
					:done()
				:tag('table')
					:addClass('condensedtable')
					:addClass('listtable')
			
			local head = hopupStat.damage_head_scale or stat.damage_head_scale or 1
			renderHeadRow(intblS, cfg.head, head, cfg)
			renderHeadEffectiveRange(intblS, cfg, hopupStat, stat)
			renderLegsRow           (intblS, cfg, hopupStat, stat)
		end
	end
end

local function renderFirerate(tbl, cfg, stat, lang)
	local cell = createCellInRow(tbl, cfg.name)
	local node, newcell = require('Module:WeaponInfobox/Firerate').renderFirerate(stat, lang)
	if newcell then
		tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
	else
		cell:node(node)
	end
end

local function renderProjectileSpeed(tbl, cfg, projectile_speed, projectile_speed_charged)
	if not aw.isNumberAndGreaterThanZero(projectile_speed) then
		return
	end
	
	local text
	if projectile_speed == math.huge then
		text = cfg.hitscan
	elseif aw.isNumberAndGreaterThanZero(move_speed_charged) then
		text = string.format(
			'<span class="text-type-number">%s</span> → <span class="text-type-number">%s</span>%s',
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed_charged, 2))),
			cfg.unit)
	else
		text = string.format(
			'<span class="text-type-number">%s</span>%s',
			string.format(cfg.format, aw.comma(aw.roundx(0.0254 * projectile_speed, 2))),
			cfg.unit)
	end
	renderRow(tbl, cfg.name, text)
end

local ShatterCapsMoveSpeedProto = {
	shatter_caps = {
		move_speed = proto.NumberRange(0, 1),
	},
}
local function getMoveSpeedText(cfg, moveSpeed)
	return string.format(
		'<span class="text-type-number">%s</span>%s',
		string.format(cfg.format, 100 * (moveSpeed - 1)),
		cfg.unit)
end
local function renderMoveSpeed(tbl, cfg, stat)
	if not aw.isNumberAndGreaterThanZero(stat.move_speed) then
		return
	end
	
	local text
	
	-- [Hop-up] Shatter Caps
	if proto.validateTypes(stat, ShatterCapsMoveSpeedProto) and stat.move_speed ~= stat.shatter_caps.move_speed then
		text = string.format(
			'%s%s<span class="block-rarity disp-rarity-epic text-rarity text-rarity-epic">%s %s</span>',
			getMoveSpeedText(cfg, stat.move_speed),
			cfg.separator,
			iu.hopup('shatter_caps'),
			getMoveSpeedText(cfg, stat.shatter_caps.move_speed))
	elseif aw.isNumberAndGreaterThanZero(stat.move_speed_charged) then
		text = string.format(
			'%s → %s',
			getMoveSpeedText(cfg, stat.move_speed),
			getMoveSpeedText(cfg, stat.move_speed_charged),
			cfg.unit)
	else
		text = getMoveSpeedText(cfg, stat.move_speed)
	end
	renderRow(tbl, cfg.name, text)
end

local function renderDPS(tbl, cfg, stat, lang)
	local sld  = require('Module:Stat/Shield')['reinforcehelmets']
	local node = require('Module:WeaponInfobox/DPS').renderDPS(stat, sld, lang)
	createCellInRow(tbl, cfg.name)
	tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
end

local function renderMagazineRow(intbl, name, mag, rsvmag, cfg, opts)
	opts = opts or {}
	intbl:tag('tr')
		:addClassIf(opts.class and type(opts.class) == 'string', opts.class)
		:tag('th')
			:wikitext(name)
			:done()
		:tag('td')
			:addClass('cell-type-number')
			:attr('align', 'right')
			:wikitext(mag)
			:done()
		:tag('td')
			:wikitext(cfg.unit)
			:done()
		:tag('td')
			:addClass('text-secondary')
			:wikitext('&nbsp;/&nbsp;')
			:done()
		:tag('td')
			:addClass('cell-type-number')
			:attr('align', 'right')
			:wikitext(rsvmag == math.huge and cfg.infinity or rsvmag)
			:done()
		:tag('td')
			:wikitext(cfg.unit)
end

local function calcVirtualMagSize(overheat, firerate, moddedLoader)
	if moddedLoader then
		return math.ceil(1.15 * overheat * firerate)
	else
		return math.ceil(overheat * firerate)
	end
end

local MultipleNumberProto = {
	proto.NumberRange(0),
	proto.NumberRange(0),
	proto.NumberRange(0),
	proto.NumberRange(0),
}
local function renderMagazine(tbl, cfg, stat, isSpecial, isModdedLoaderAttachable)
	local magazine = stat.magazine
	local typename = type(magazine)
	local text
	
	-- 物資投下武器
	if isSpecial or stat.ammo == 'minigun' then
		local magazine2
		if typename == 'table' then
			magazine2 = magazine[4]
		else
			magazine2 = magazine
		end
		
		if aw.isNumberAndGreaterThanZero(stat.magazine_reserve) then
			if isModdedLoaderAttachable then
				local moddedLoaderMagazine2 = apex.calcMagazineWithModdedLoader(magazine2)
				local moddedLoaderReserve   = stat.magazine_reserve - (moddedLoaderMagazine2 - magazine2)
				local intbl = createCellInRow(tbl, cfg.name)
					:tag('table')
						:addClass('condensedtable')
				renderMagazineRow(intbl, '', magazine2, stat.magazine_reserve, cfg)
				renderMagazineRow(intbl, iu.passive('modded_loader') .. '&nbsp;', moddedLoaderMagazine2, moddedLoaderReserve, cfg)
				return
			elseif magazine2 == math.huge then
				text = string.format(
					'%s <span class="text-separator">/</span> <span class="text-type-number">%s</span>%s',
					cfg.infinity,
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,
					cfg.unit)
			else
				text = string.format(
					'<span class="text-type-number">%d</span>%s <span class="text-separator">/</span> <span class="text-type-number">%s</span>%s',
					magazine2,
					cfg.unit,
					stat.magazine_reserve == math.huge and cfg.infinity or stat.magazine_reserve,
					cfg.unit)
			end
		else
			text = string.format('<span class="text-type-number">%d</span>%s', magazine2, cfg.unit)
		end
	
	-- 拡張マガジンあり
	elseif typename == 'table' then
		if isModdedLoaderAttachable then
			local intable = createCellInRow(tbl, cfg.name)
				:tag('table')
					:addClass('condensedtable')
			renderFormatRow(
				intable,
				'',
				magazine[1], magazine[2], magazine[3], magazine[4],
				{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
			local moddedLoaderMagazine = apex.calcMagazinesWithModdedLoader(magazine)
			renderFormatRow(
				intable,
				iu.passive('modded_loader') .. '&nbsp;',
				moddedLoaderMagazine[1],
				moddedLoaderMagazine[2],
				moddedLoaderMagazine[3],
				moddedLoaderMagazine[4],
				{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
			return
		
		-- Boosted Loader
		elseif stat.boosted_loader and proto.validateTypes(stat.boosted_loader.magazine, MultipleNumberProto) then
			local intable = createCellInRow(tbl, cfg.name)
				:tag('table')
					:addClass('condensedtable')
					:addClass('raritytable')
			renderFormatRow(
				intable,
				'',
				magazine[1], magazine[2], magazine[3], magazine[4],
				{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
			renderFormatRow(
				intable,
				iu.hopup('boosted_loader') .. '&nbsp;',
				stat.boosted_loader.magazine[1],
				stat.boosted_loader.magazine[2],
				stat.boosted_loader.magazine[3],
				stat.boosted_loader.magazine[4],
				{ rarity = 'legendary', separator = '&thinsp;-&thinsp;', footer = cfg.unit })
			return
		
		else
			text = formatter:format(magazine[1], magazine[2], magazine[3], magazine[4], cfg.unit, ' - ')
		end
	
	-- 拡張マガジンなし
	elseif typename == 'number' then
		if magazine == math.huge then
			if aw.isNumberAndGreaterThanZero(stat.firerate) then
				if proto.validateTypes(stat.overheat, MultipleNumberProto) then
					local intable = createCellInRow(tbl, cfg.name):tag('table'):addClass('condensedtable')
					renderFormatRow(
						intable,
						'',
						calcVirtualMagSize(stat.overheat[1], stat.firerate),
						calcVirtualMagSize(stat.overheat[2], stat.firerate),
						calcVirtualMagSize(stat.overheat[3], stat.firerate),
						calcVirtualMagSize(stat.overheat[4], stat.firerate),
						{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
					renderFormatRow(
						intable,
						cfg.seconds.name,
						string.format(cfg.seconds.format, stat.overheat[1]),
						string.format(cfg.seconds.format, stat.overheat[2]),
						string.format(cfg.seconds.format, stat.overheat[3]),
						string.format(cfg.seconds.format, stat.overheat[4]),
						{ class = 'no-list-style text-secondary text-smaller', headerAlign = 'right', separator = '&thinsp;-&thinsp;', footer = cfg.seconds.unit })
					if isModdedLoaderAttachable then
						renderFormatRow(
							intable,
							iu.passive('modded_loader') .. '&nbsp;',
							calcVirtualMagSize(stat.overheat[1], stat.firerate, true),
							calcVirtualMagSize(stat.overheat[2], stat.firerate, true),
							calcVirtualMagSize(stat.overheat[3], stat.firerate, true),
							calcVirtualMagSize(stat.overheat[4], stat.firerate, true),
							{ separator = '&thinsp;-&thinsp;', footer = cfg.unit })
						renderFormatRow(
							intable,
							cfg.seconds.name,
							string.format(cfg.seconds.format, 1.15 * stat.overheat[1]),
							string.format(cfg.seconds.format, 1.15 * stat.overheat[2]),
							string.format(cfg.seconds.format, 1.15 * stat.overheat[3]),
							string.format(cfg.seconds.format, 1.15 * stat.overheat[4]),
							{ class = 'no-list-style text-secondary text-smaller', headerAlign = 'right', separator = '&thinsp;-&thinsp;', footer = cfg.seconds.unit })
					end
					return
				elseif aw.isNumberAndGreaterThanZero(stat.overheat) then
					text = string.format(
						'%s (<span class="text-type-number">%d</span>%s <span class="text-separator">/</span> %s <span class="text-type-number">%d</span>%s)',
						cfg.infinity,
						1 + math.floor(stat.overheat * stat.firerate),
						cfg.unit,
						iu.passive('modded_loader'),
						1 + math.floor(1.15 * stat.overheat * stat.firerate),
						cfg.unit)
				else
					text = cfg.infinity
				end
			else
				text = cfg.infinity
			end
			
		elseif aw.isNumberAndGreaterThanX(stat.ammo_per_shot, 1) then
			local times = magazine / stat.ammo_per_shot
			local timesText
			if type(cfg.times.format) == 'table' then
				if times > 2 then
					timesText = string.format(cfg.times.format[3], times)
				else
					timesText = cfg.times.format[times]
				end
			else
				timesText = string.format(cfg.times.format, times)
			end
			
			text = string.format(
				'<span class="text-type-number">%d</span>%s <span class="text-secondary"><small>(%s)</small></span>',
				magazine, cfg.unit, timesText)
			
		else
			text = string.format('<span class="text-type-number">%d</span>%s', magazine, cfg.unit)
		end
	end
	
	renderRow(tbl, cfg.name, text)
end

local function renderDuration(tbl, cfg, stat, lang)
	local node, isSimple = require('Module:WeaponInfobox/Duration').renderDuration(stat, lang)
	local cell = createCellInRow(tbl, cfg.name)
	if isSimple then
		cell:node(node)
	else
		tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
	end
end

local function renderSpread(tbl, cfg, stat, lang, frame)
	local Spread = require('Module:WeaponInfobox/Spread')
	local node = Spread.renderSpread(stat.spread, stat.attachments.laser_sight, stat.quickdraw_holster and stat.quickdraw_holster.spread, lang)
	local cell = createCellInRow(tbl, cfg.name)
	if node.tagName == 'span' then
		cell:node(node)
	elseif Hopup.anvil_receiver.enabled and stat.anvil_receiver and stat.anvil_receiver.spread then
		local node2 = Spread.renderSpread(stat.anvil_receiver.spread, stat.attachments.laser_sight, nil, lang)
		if frame then
			local tabContent = string.format(
				'{{#tab:%s|%s}}{{#tab:%s|%s}}',
				cfg.normal, tostring(node),
				cfg.anvil_receiver, tostring(node2))
			tbl:tag('tr')
				:tag('td')
					:attr('colspan', 2)
					:wikitext(frame:extensionTag { name = 'tabs', content = tabContent, args = { class = 'tabs-intable' }})
		else
			tbl:tag('tr')
				:tag('td')
					:attr('colspan', 2)
					:tag('b')
						:wikitext(cfg.normal)
						:done()
					:node(node)
					:tag('b')
						:wikitext(cfg.anvil_receiver)
						:done()
					:node(node2)
		end
	elseif stat.spread_charged then
		local node2 = Spread.renderSpread(stat.spread_charged , nil, lang)
		if frame then
			local tabContent = string.format(
				'{{#tab:%s|%s}}{{#tab:%s|%s}}',
				cfg.normal, tostring(node),
				cfg.full_charge, tostring(node2))
			tbl:tag('tr')
				:tag('td')
					:attr('colspan', 2)
					:wikitext(frame:extensionTag { name = 'tabs', content = tabContent, args = { class = 'tabs-intable' }})
		else
			tbl:tag('tr')
				:tag('td')
					:attr('colspan', 2)
					:tag('b')
						:wikitext(cfg.normal)
						:done()
					:node(node)
					:tag('b')
						:wikitext(cfg.full_charge)
						:done()
					:node(node2)
		end
	else
		tbl:tag('tr'):tag('td'):attr('colspan', 2):node(node)
	end
end

local function renderSpreadDecayRow(intbl, name, cfg, spread, opts)
	opts = opts or {}
	intbl:tag('tr')
		:addClassIf(type(opts.rarity) == 'string', 'row-rarity-one disp-rarity-' .. (opts.rarity or 'common'))
		:tag('th')
			:wikitext(name)
			:done()
		:tag('td')
			:addClass('cell-type-number')
			:attr('align', 'right')
			:wikitext(string.format(cfg.rate.format, spread.decay_rate))
			:done()
		:tag('td')
			:wikitext(cfg.rate.unit)
			:done()
		:tag('td')
			:addClass('text-smaller')
			:wikitext(cfg.delay.name)
			:done()
		:tag('td')
			:addClass('cell-type-number')
			:addClass('text-smaller')
			:attr('align', 'right')
			:wikitext(string.format(cfg.delay.format, spread.decay_delay))
			:done()
		:tag('td')
			:addClass('text-smaller')
			:wikitext(cfg.delay.unit)
end

local function renderSpreadDecay(tbl, cfg, stat)
	if not (aw.isNumberAndGreaterThanZero(stat.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.spread.decay_delay)) then
		return
	end
	
	local cell = createCellInRow(tbl, cfg.name)
	
	-- [Hop-up] Anvil Receiver
	if stat.anvil_receiver and stat.anvil_receiver.spread and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_rate) and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.spread.decay_delay) then
		local intbl = cell:tag('table')
			:addClass('condensedtable')
			:addClass('raritytable')
		renderSpreadDecayRow(
			intbl,
			'',
			cfg,
			stat.spread)
		renderSpreadDecayRow(
			intbl,
			iu.hopup('anvil_receiver') .. '&nbsp;',
			cfg,
			stat.anvil_receiver.spread,
			{ rarity = 'legendary' })
	else
		local text = string.format(cfg.format, stat.spread.decay_rate, stat.spread.decay_delay)
		cell:wikitext(text)
	end
end

local function createTable(cfg, name, stat, lang, frame)
	local isSpecial = aw.stringstarts(stat.ammo, "special_")
	local isModdedLoaderAttachable = stat.category == 'light_machine_gun' or stat.ammo == 'minigun'
	local tbl = mw.html.create('table')
	renderReleaseDate(tbl, cfg.release, stat.release)
	renderCategory(tbl, cfg.category, stat.category, lang)
	renderAmmo(tbl, cfg.ammo, stat.ammo, lang)
	renderCost(tbl, cfg.cost, stat.cost, stat.ammo)
	renderMode(tbl, cfg.mode, stat, isSpecial)
	renderDamage(tbl, cfg.damage, stat, isSpecial)
	if stat.firerate then
		renderFirerate(tbl, cfg.firerate, stat, lang)
	end
	renderProjectileSpeed(tbl, cfg.projectilespeed, stat.projectile_speed, stat.projectile_speed_charged)
	renderMoveSpeed(tbl, cfg.movespeed, stat, stat)
	renderMagazine(tbl, cfg.magazine, stat, isSpecial, isModdedLoaderAttachable)
	if stat.firerate and name ~= 'ボセックコンパウンドボウ' then
		renderDPS(tbl, cfg.dps, stat, lang)
	end
	if stat.time then
		renderDuration(tbl, cfg.duration, stat, lang)
	end
	if stat.spread then
		renderSpread(tbl, cfg.spread, stat, lang, frame)
		renderSpreadDecay(tbl, cfg.spreaddecay, stat)
	end
	return tbl
end

local function renderInfobox(args, frame)
	local lang = args and args.lang or 'ja'
	local cfglang = cfg[lang]
	local stat = mw.loadData('Module:Stat/Weapon')[args.name]
	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(args.name .. iu.ammo(stat.ammo, { size = 40 }))
	div:node(createTable(cfglang, args.name, stat, lang, frame))
	return div
end

function p._main(args, frame)
	formatter = require('Module:Utility/Formatter').new(frame)
	return tostring(renderInfobox(args, frame))
end

function p.main(frame)
	if not getArgs then
		getArgs = require('Module:Arguments').getArgs
	end
	args = getArgs(frame)
	return p._main(args, frame)
end

return p