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「モジュール:StatTable/DamagePerSecond」の版間の差分
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(シャッターキャップのチャージショット周りの判定を修正) |
(スカルピアサーライフリングに対応) |
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(同じ利用者による、間の3版が非表示) | |||
2行目: | 2行目: | ||
local apex = require('Module:Utility/ApexLibrary') | local apex = require('Module:Utility/ApexLibrary') | ||
local iu = require('Module:Utility/Image') | local iu = require('Module:Utility/Image') | ||
local inu = require('Module:Utility/ImageWithName') | |||
local tableutil = require('Module:Utility/TableUtil/Apex') | local tableutil = require('Module:Utility/TableUtil/Apex') | ||
local Hopup = mw.loadData('Module:Stat/Hopup') | local Hopup = mw.loadData('Module:Stat/Hopup') | ||
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local getArgs -- lazily initialized | local getArgs -- lazily initialized | ||
local function | local function _getAddData(fn) | ||
fn = fn or function(val) return val end | |||
return function(dataset, data, firerate) | |||
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 = firerate * data.pellets | |||
data.bodyDPS = fn(data.damage, 1, 1) * mul | |||
data.headDPS = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul | |||
data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul | |||
data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul | |||
data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul | |||
data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul | |||
data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul | |||
table.insert(dataset, data) | |||
end | |||
end | end | ||
local function addData(dataset, data, special, fn) | local fnRatio | ||
fn = fn | local function _getAddDataComplex(fns) | ||
local bf = fns.unsd or function(val) return val end | |||
local at = fns.shld or function(val) return val end | |||
return function(dataset, data, firerate) | |||
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 = firerate * data.pellets | |||
local unsdDamage = bf(data.damage) | |||
data.unsdBodyDPS = unsdDamage * mul | |||
data.unsdHeadDPS = apex.calcPartDamage(unsdDamage, head) * mul | |||
data.unsdLvl1DPS = apex.calcPartDamage(unsdDamage, lvl1) * mul | |||
data.unsdLvl2DPS = apex.calcPartDamage(unsdDamage, lvl2) * mul | |||
data.unsdLvl3DPS = apex.calcPartDamage(unsdDamage, lvl3) * mul | |||
data.unsdLegsDPS = apex.calcPartDamage(unsdDamage, legs) * mul | |||
data.unsdFlLgDPS = apex.calcDamageFromPartAndPassive(unsdDamage, legs, 0.85) * mul | |||
data.shldBodyDPS = at(data.damage, 1, 1) * mul | |||
data.shldHeadDPS = at(apex.calcPartDamage(data.damage, head), head, 1) * mul | |||
data.shldLvl1DPS = at(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul | |||
data.shldLvl2DPS = at(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul | |||
data.shldLvl3DPS = at(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul | |||
data.shldLegsDPS = at(apex.calcPartDamage(data.damage, legs), legs, 1) * mul | |||
data.shldFlLgDPS = at(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul | |||
for _, target in ipairs(fnRatio) do | |||
local data2 = aw.shallowCopy(data) | |||
data2.option = target.name | |||
data2.bodyDPS = target.fn(data.unsdBodyDPS, data.shldBodyDPS) | |||
data2.headDPS = target.fn(data.unsdHeadDPS, data.shldHeadDPS) | |||
data2.lvl1DPS = target.fn(data.unsdLvl1DPS, data.shldLvl1DPS) | |||
data2.lvl2DPS = target.fn(data.unsdLvl2DPS, data.shldLvl2DPS) | |||
data2.lvl3DPS = target.fn(data.unsdLvl3DPS, data.shldLvl3DPS) | |||
data2.legsDPS = target.fn(data.unsdLegsDPS, data.shldLegsDPS) | |||
data2.flLgDPS = target.fn(data.unsdFlLgDPS, data.shldFlLgDPS) | |||
table.insert(dataset, data2) | |||
end | |||
end | |||
end | |||
local function addData(dataset, data, special, fn, bf, at) | |||
local __addData | |||
if type(fn) == 'table' then | |||
__addData = _getAddDataComplex(fn) | |||
else | |||
__addData = _getAddData(fn) | |||
end | |||
local fireratesType = type(data.firerates) | local fireratesType = type(data.firerates) | ||
33行目: | 86行目: | ||
if fireratesType == 'table' then | if fireratesType == 'table' then | ||
if special then | if special then | ||
__addData(dataset, data, data.firerates[4]) | |||
else | else | ||
for level, firerate in ipairs(data.firerates) do | for level, firerate in ipairs(data.firerates) do | ||
local data2 = aw.shallowCopy(data) | local data2 = aw.shallowCopy(data) | ||
data2.level = level - 1 | data2.level = level - 1 | ||
__addData(dataset, data2, firerate) | |||
end | end | ||
end | end | ||
44行目: | 97行目: | ||
-- ファイアレートが固定 | -- ファイアレートが固定 | ||
elseif fireratesType == 'number' then | elseif fireratesType == 'number' then | ||
__addData(dataset, data, data.firerates) | |||
end | end | ||
end | end | ||
253行目: | 306行目: | ||
end | end | ||
addData(dataset, selectfireReceiverData, special) | addData(dataset, selectfireReceiverData, special) | ||
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, special) | |||
end | end | ||
258行目: | 319行目: | ||
if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == 'table' and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then | 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) | local hammerpointRoundsData = aw.shallowCopy(baseData) | ||
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } | hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } | ||
addData(dataset, hammerpointRoundsData, special) | addData(dataset, hammerpointRoundsData, special, { unsd = function(val) | ||
return math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * val) | |||
end }) | |||
end | end | ||
267行目: | 329行目: | ||
local disruptorRoundsData = aw.shallowCopy(baseData) | local disruptorRoundsData = aw.shallowCopy(baseData) | ||
disruptorRoundsData.hopup = { 'disruptor_rounds' } | disruptorRoundsData.hopup = { 'disruptor_rounds' } | ||
addData(dataset, disruptorRoundsData, special, function(val) | addData(dataset, disruptorRoundsData, special, { shld = function(val) | ||
return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale) | return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale) | ||
end) | end }) | ||
end | end | ||
288行目: | 350行目: | ||
-- Double Tap Trigger | -- Double Tap Trigger | ||
if (__debug or Hopup.double_tap_trigger.enabled) and type(stat.double_tap_trigger) == 'table' and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then | if (__debug or Hopup.double_tap_trigger.enabled or special) and type(stat.double_tap_trigger) == 'table' and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then | ||
local doubleTapTriggerData = aw.shallowCopy(baseData) | local doubleTapTriggerData = aw.shallowCopy(baseData) | ||
local delay = stat.double_tap_trigger.burst_delay | local delay = stat.double_tap_trigger.burst_delay | ||
410行目: | 472行目: | ||
local res = configuration[lang] | local res = configuration[lang] | ||
local stats = mw.loadData('Module:Stat/Weapon') | local stats = mw.loadData('Module:Stat/Weapon') | ||
local desktopOnlyAndNoLinkObj = { desktopOnly = true, lang = lang, link = '' } | |||
fnRatio = { | |||
{ name = inu.gear('backpack', 4, desktopOnlyAndNoLinkObj), fn = function(a, b) return (7 * a + 5 * b) / 12 end }, | |||
{ name = inu.gear('evo_shield', 1, desktopOnlyAndNoLinkObj), fn = function(a, b) return (2 * a + b) / 3 end }, | |||
{ name = inu.gear('evo_shield', 2, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 3 * b) / 7 end }, | |||
{ name = inu.gear('evo_shield', 3, desktopOnlyAndNoLinkObj), fn = function(a, b) return ( a + b) / 2 end }, | |||
{ name = inu.gear('evo_shield', 5, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 5 * b) / 9 end }, | |||
{ name = res.maxvalue, fn = function(a, b) return math.max(a, b) end }, | |||
} | |||
local dataset = {} | local dataset = {} | ||
459行目: | 531行目: | ||
endIndex = 'lvl1DPS', | endIndex = 'lvl1DPS', | ||
subStartIndex = 'flLgDPS', | subStartIndex = 'flLgDPS', | ||
subEndIndex = ' | subEndIndex = 'lvl1DPS', | ||
cellClass = 'st-mobile-graph st-mobile-medium st-mobile-textshadow', | cellClass = 'st-mobile-graph st-mobile-medium st-mobile-textshadow', | ||
footerClass = 'st-mobile-axis', | footerClass = 'st-mobile-axis', | ||
506行目: | 578行目: | ||
endIndex = 'lvl1DPS', | endIndex = 'lvl1DPS', | ||
subStartIndex = 'flLgDPS', | subStartIndex = 'flLgDPS', | ||
subEndIndex = ' | subEndIndex = 'lvl1DPS', | ||
cellClass = 'st-desktop st-desktop-graph', | cellClass = 'st-desktop st-desktop-graph', | ||
footerClass = 'st-desktop', | footerClass = 'st-desktop', |
2022年8月10日 (水) 13:45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/DamagePerSecond/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 inu = require('Module:Utility/ImageWithName') 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 _getAddData(fn) fn = fn or function(val) return val end return function(dataset, data, firerate) 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 = firerate * data.pellets data.bodyDPS = fn(data.damage, 1, 1) * mul data.headDPS = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul table.insert(dataset, data) end end local fnRatio local function _getAddDataComplex(fns) local bf = fns.unsd or function(val) return val end local at = fns.shld or function(val) return val end return function(dataset, data, firerate) 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 = firerate * data.pellets local unsdDamage = bf(data.damage) data.unsdBodyDPS = unsdDamage * mul data.unsdHeadDPS = apex.calcPartDamage(unsdDamage, head) * mul data.unsdLvl1DPS = apex.calcPartDamage(unsdDamage, lvl1) * mul data.unsdLvl2DPS = apex.calcPartDamage(unsdDamage, lvl2) * mul data.unsdLvl3DPS = apex.calcPartDamage(unsdDamage, lvl3) * mul data.unsdLegsDPS = apex.calcPartDamage(unsdDamage, legs) * mul data.unsdFlLgDPS = apex.calcDamageFromPartAndPassive(unsdDamage, legs, 0.85) * mul data.shldBodyDPS = at(data.damage, 1, 1) * mul data.shldHeadDPS = at(apex.calcPartDamage(data.damage, head), head, 1) * mul data.shldLvl1DPS = at(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul data.shldLvl2DPS = at(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul data.shldLvl3DPS = at(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul data.shldLegsDPS = at(apex.calcPartDamage(data.damage, legs), legs, 1) * mul data.shldFlLgDPS = at(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul for _, target in ipairs(fnRatio) do local data2 = aw.shallowCopy(data) data2.option = target.name data2.bodyDPS = target.fn(data.unsdBodyDPS, data.shldBodyDPS) data2.headDPS = target.fn(data.unsdHeadDPS, data.shldHeadDPS) data2.lvl1DPS = target.fn(data.unsdLvl1DPS, data.shldLvl1DPS) data2.lvl2DPS = target.fn(data.unsdLvl2DPS, data.shldLvl2DPS) data2.lvl3DPS = target.fn(data.unsdLvl3DPS, data.shldLvl3DPS) data2.legsDPS = target.fn(data.unsdLegsDPS, data.shldLegsDPS) data2.flLgDPS = target.fn(data.unsdFlLgDPS, data.shldFlLgDPS) table.insert(dataset, data2) end end end local function addData(dataset, data, special, fn, bf, at) local __addData if type(fn) == 'table' then __addData = _getAddDataComplex(fn) else __addData = _getAddData(fn) end local fireratesType = type(data.firerates) -- ファイアレートが可変 if fireratesType == 'table' then if special then __addData(dataset, data, data.firerates[4]) else for level, firerate in ipairs(data.firerates) do local data2 = aw.shallowCopy(data) data2.level = level - 1 __addData(dataset, data2, firerate) end end -- ファイアレートが固定 elseif fireratesType == 'number' then __addData(dataset, data, data.firerates) end end local function getDataAsCharge(baseData, stat, root, additional, level) local charge = (stat.charge or root.charge) * (level - 1) / (root.charge_levels - 1) local firerate = stat.firerate or root.firerate local fullcharge = level == root.charge_levels local chargeData = aw.shallowCopy(baseData) if fullcharge and stat.damage.charged then chargeData.damage = stat.damage.charged end if type(additional) == 'table' then chargeData.firerates = { apex.calcRechamberFirerate(firerate, charge + additional[1]), apex.calcRechamberFirerate(firerate, charge + additional[2]), apex.calcRechamberFirerate(firerate, charge + additional[3]), apex.calcRechamberFirerate(firerate, charge + additional[4]), } else chargeData.firerates = apex.calcRechamberFirerate(firerate, charge + additional) end if fullcharge and stat.damage.headshot_charged then chargeData.head = stat.damage.headshot_charged end if fullcharge and stat.damage.legshot_charged then chargeData.legs = stat.damage.legshot_charged end return chargeData end local function createDataset(dataset, stats, res, addData, __debug) for name, stat in pairs(stats) do local baseData = { ammo = stat.ammo, ammoicon = stat.ammo, damage = stat.damage.base, firerates = stat.firerate, head = stat.damage_head_scale, legs = stat.damage_legs_scale, level = -1, name = name, pellets = stat.pellet or 1, shortname = stat.localization['Japanese_Short'], } local special = aw.stringstarts(stat.ammo, 'special_') -- Altfire mode if type(stat.altfire) == 'table' and aw.isNumberAndGreaterThanZero(stat.altfire.firerate) then local burstfireData = aw.shallowCopy(baseData) burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate) burstfireData.option = res.burst addData(dataset, burstfireData, special) local altfireData = aw.shallowCopy(baseData) altfireData.firerates = stat.altfire.firerate altfireData.semiauto = stat.altfire.is_semi_auto == nil and stat.is_semi_auto or stat.altfire.is_semi_auto altfireData.option = altfireData.semiauto and res.single or res.auto addData(dataset, altfireData, special) -- Burst mode elseif aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then local burstfireData = aw.shallowCopy(baseData) burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate) addData(dataset, burstfireData, special) -- Rechamber fire elseif type(stat.rechamber) == 'table' then baseData.firerates = { apex.calcRechamberFirerate(stat.firerate, stat.rechamber[1]), apex.calcRechamberFirerate(stat.firerate, stat.rechamber[2]), apex.calcRechamberFirerate(stat.firerate, stat.rechamber[3]), apex.calcRechamberFirerate(stat.firerate, stat.rechamber[4]), } -- Chargefire if aw.isNumberAndGreaterThanZero(stat.charge) then baseData.option = res.nocharge addData(dataset, baseData, special) if stat.charge_levels == 2 then local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, 2) maxData.option = res.maxcharge addData(dataset, maxData, special) else for lvl = 2, stat.charge_levels do local chargeData = getDataAsCharge(baseData, stat, stat, stat.rechamber, lvl) chargeData.option = aw.getQuantityString(res.charges, lvl - 1) addData(dataset, chargeData, special) end end else addData(dataset, baseData, special) end elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then -- Chargefire if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber + stat.charge_minimum) baseData.option = res.mincharge else baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber) baseData.option = res.nocharge end addData(dataset, baseData, special) local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, stat.charge_levels) maxData.option = res.maxcharge addData(dataset, maxData, special) -- Amped mode elseif aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber) addData(dataset, baseData, special) local ampedData = aw.shallowCopy(baseData) ampedData.ammoicon = stat.ammo .. '_amped' ampedData.damage = stat.damage.amped ampedData.option = res.amped addData(dataset, ampedData) else baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber) addData(dataset, baseData, special) end -- Chargefire elseif aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum) baseData.option = res.mincharge else baseData.option = res.nocharge end addData(dataset, baseData, special) if stat.charge_levels == 2 or stat.charge_levels > 4 then local maxData = getDataAsCharge(baseData, stat, stat, 0, stat.charge_levels) maxData.option = res.maxcharge addData(dataset, maxData, special) else for lvl = 2, stat.charge_levels do local chargeData = getDataAsCharge(baseData, stat, stat, 0, lvl) chargeData.option = aw.getQuantityString(res.charges, lvl - 1) addData(dataset, chargeData, special) end end -- Charge Rifle elseif aw.isNumberAndGreaterThanZero(stat.sustained_discharge_duration) then baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.sustained_discharge_duration) addData(dataset, baseData, special, function(val, part, passive) return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks end) -- Other else addData(dataset, baseData, special) end -- Revved Up mode if aw.isNumberAndGreaterThanOrEqualToX(stat.firerate_revvedup, stat.firerate) then local revvedUpData = aw.shallowCopy(baseData) revvedUpData.ammoicon = stat.ammo .. '_revved_up' revvedUpData.firerates = stat.firerate_revvedup revvedUpData.option = res.revvedup addData(dataset, revvedUpData, special) end -- Turbocharger --[[if (__debug or Hopup.turbocharger.enabled) and type(stat.turbocharger) == 'table' and aw.isNumberAndGreaterThanZero(stat.turbocharger.raise) then local turbochargerData = aw.shallowCopy(baseData) turbochargerData.hopup = { 'turbocharger' } turbochargerData.raise = stat.turbocharger.raise or stat.raise or 0 addData(dataset, turbochargerData, special) end]] -- Selectfire Receiver if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and aw.isNumberAndGreaterThanZero(stat.selectfire_receiver.firerate) then local semiauto if stat.selectfire_receiver.is_semi_auto then semiauto = stat.selectfire_receiver.is_semi_auto else semiauto = stat.is_semi_auto end local firerate if semiauto then local raiseTime = stat.selectfire_receiver.raise or stat.raise or 0 if raiseTime > 0 then firerate = apex.calcRechamberFirerate(stat.selectfire_receiver.firerate, raiseTime) else firerate = stat.selectfire_receiver.firerate end else firerate = stat.selectfire_receiver.firerate end local selectfireReceiverData = aw.shallowCopy(baseData) selectfireReceiverData.damage = stat.selectfire_receiver.damage and stat.selectfire_receiver.damage.base or stat.damage.base selectfireReceiverData.firerates = firerate 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 addData(dataset, selectfireReceiverData, special) 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, special) 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.hopup = { 'hammerpoint_rounds' } addData(dataset, hammerpointRoundsData, special, { unsd = function(val) return math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * val) end }) 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, special, { shld = 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.isNumberAndGreaterThanZero(stat.anvil_receiver.firerate) then local anvilReceiverData = aw.shallowCopy(baseData) anvilReceiverData.damage = stat.anvil_receiver.damage.base anvilReceiverData.firerates = stat.anvil_receiver.firerate 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 addData(dataset, anvilReceiverData, special) end -- Double Tap Trigger if (__debug or Hopup.double_tap_trigger.enabled or special) and type(stat.double_tap_trigger) == 'table' and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then local doubleTapTriggerData = aw.shallowCopy(baseData) local delay = stat.double_tap_trigger.burst_delay if type(delay) == 'table' then doubleTapTriggerData.firerates = { apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[1], stat.double_tap_trigger.firerate), apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[2], stat.double_tap_trigger.firerate), apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[3], stat.double_tap_trigger.firerate), apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[4], stat.double_tap_trigger.firerate), } else doubleTapTriggerData.firerates = apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay, stat.double_tap_trigger.firerate) end doubleTapTriggerData.hopup = { 'double_tap_trigger' } addData(dataset, doubleTapTriggerData, special) 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) if stat.shatter_caps.charge then shatterCapsData.charge = stat.shatter_caps.charge end if stat.shatter_caps.charge_levels then shatterCapsData.charge_levels = stat.shatter_caps.charge_levels end 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.option = nil shatterCapsData.pellets = stat.shatter_caps.pellet -- Chargefire if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(shatterCapsData.charge) then if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then shatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum) shatterCapsData.option = res.mincharge else shatterCapsData.option = res.nocharge end addData(dataset, shatterCapsData) local maxShatterCapsData = getDataAsCharge(shatterCapsData, stat.shatter_caps, stat, stat.rechamber or 0, shatterCapsData.charge_levels) maxShatterCapsData.option = res.maxcharge addData(dataset, maxShatterCapsData) else addData(dataset, shatterCapsData) end -- Deadeye's Tempo if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == 'table' then local deadeyesTempoShatterCapsData = aw.shallowCopy(shatterCapsData) if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum) elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber) end deadeyesTempoShatterCapsData.hopup = { 'shatter_caps', 'deadeyes_tempo' } -- Chargefire if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then deadeyesTempoShatterCapsData.option = res.mincharge addData(dataset, deadeyesTempoShatterCapsData) local maxDeadeyesTempoShatterCapsData = getDataAsCharge(deadeyesTempoShatterCapsData, stat.shatter_caps, stat, stat.deadeyes_tempo.charge, shatterCapsData.charge_levels) maxDeadeyesTempoShatterCapsData.option = res.maxcharge addData(dataset, maxDeadeyesTempoShatterCapsData) else addData(dataset, deadeyesTempoShatterCapsData) end end end -- Deadeye's Tempo if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == 'table' then local deadeyesTempoData = aw.shallowCopy(baseData) if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum) elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber) end deadeyesTempoData.hopup = { 'deadeyes_tempo' } -- Chargefire if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge) and aw.isNumberAndGreaterThanX(stat.damage.charged, stat.damage.base) then deadeyesTempoData.option = res.mincharge addData(dataset, deadeyesTempoData) local maxDeadeyesTempoData = getDataAsCharge(deadeyesTempoData, stat, stat, stat.deadeyes_tempo.charge, stat.charge_levels) maxDeadeyesTempoData.option = res.maxcharge addData(dataset, maxDeadeyesTempoData) else addData(dataset, deadeyesTempoData, special) end -- Amped mode if aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then local ampedDeadeyesTempoData = aw.shallowCopy(deadeyesTempoData) ampedDeadeyesTempoData.ammoicon = stat.ammo .. '_amped' ampedDeadeyesTempoData.damage = stat.damage.amped ampedDeadeyesTempoData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>' addData(dataset, ampedDeadeyesTempoData) end end end 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 desktopOnlyAndNoLinkObj = { desktopOnly = true, lang = lang, link = '' } fnRatio = { { name = inu.gear('backpack', 4, desktopOnlyAndNoLinkObj), fn = function(a, b) return (7 * a + 5 * b) / 12 end }, { name = inu.gear('evo_shield', 1, desktopOnlyAndNoLinkObj), fn = function(a, b) return (2 * a + b) / 3 end }, { name = inu.gear('evo_shield', 2, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 3 * b) / 7 end }, { name = inu.gear('evo_shield', 3, desktopOnlyAndNoLinkObj), fn = function(a, b) return ( a + b) / 2 end }, { name = inu.gear('evo_shield', 5, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 5 * b) / 9 end }, { name = res.maxvalue, fn = function(a, b) return math.max(a, b) end }, } local dataset = {} createDataset(dataset, stats, res, addData, __debug) local formatFunction = function(dps) return string.format('%.1f', dps) end local metadata = { tableutil.RankCell.new('', 'bodyDPS', 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 = 3, optionIndex = 'option', shortnameIndex = 'shortname', }), tableutil.MagazineCell.new(res.mag, 'level', { ammoIndex = 'ammo', attributes = { align = 'left' }, cellClass = 'st-dashed-right st-mobile-none-right st-mobile-padding0-both', headerColspan = 0, }), tableutil.HopupCell.new(res.hopup, 'hopup', { attributes = { align = 'left' }, cellClass = 'st-mobile-padding0-both', headerColspan = 0, }), tableutil.ValueCell.new(res.legsshot, 'legsDPS', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '50px', ['max-width'] = '4em', }, }), tableutil.LineValueCell.new(res.bodyshot, 'bodyDPS', { startIndex = 'legsDPS', endIndex = 'lvl1DPS', subStartIndex = 'flLgDPS', subEndIndex = 'lvl1DPS', 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, maximumValue = 400, preferredGridCount = 3, }), tableutil.ValueCell.new(res.headlvl3, 'lvl3DPS', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '50px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl2, 'lvl2DPS', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = formatFunction, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '50px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl1, 'lvl1DPS', { 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, 'bodyDPS', { startIndex = 'legsDPS', endIndex = 'lvl1DPS', subStartIndex = 'flLgDPS', subEndIndex = 'lvl1DPS', 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, maximumValue = 500, }), } 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