| 🌟 | 現在、  鉄壁ヘッドショットには対応済みです。 鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。 | 
「モジュール:DamageTable」の版間の差分
		
		
		
		
		
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|  (増幅バリケードの倍率が正しく反映されてない不具合を修正) |  (スカルピアサーライフリング対応のための改修) | ||
| 54行目: | 54行目: | ||
| end | end | ||
| local function renderHeader(table, mul) | local function renderHeader(table, mul, colspan) | ||
| 	local row = table:tag('tr') | 	local row = table:tag('tr') | ||
| 	local cell = row:tag('th') | 	local cell = row:tag('th') | ||
| 		:attr('colspan',  | 		:attr('colspan', colspan) | ||
| 		:attr('rowspan', 2) | 		:attr('rowspan', 2) | ||
| 	if mul == 1 then | 	if mul == 1 then | ||
| 103行目: | 103行目: | ||
| end | end | ||
| local function renderRow(table, name, damage, pellet, minCount, maxCount,  | local function renderHeaderCell(row, name, rowinfo) | ||
| 	for i = 1, #rowinfo do | |||
| 		local cellinfo = rowinfo[i] | |||
| 		local colspan = cellinfo.colspan or 1 | |||
| 		local cell = row:tag('th') | |||
| 		if colspan > 1 then | |||
| 			cell:attr('colspan', colspan) | |||
| 		end | |||
| 		if cellinfo.breaktop then | |||
| 			cell:css('border-top', '0 none') | |||
| 		end | |||
| 		if cellinfo.breakbottom then | |||
| 			cell:css('border-bottom', '0 none') | |||
| 		end | |||
| 		if i == #rowinfo then | |||
| 			cell:wikitext(name) | |||
| 		else | |||
| 			cell:wikitext('   ') | |||
| 		end | |||
| 	end | |||
| end | |||
| local function renderRow(table, name, damage, pellet, minCount, maxCount, rowinfo) | |||
| 	local row = table:tag('tr') | |||
| 	renderHeaderCell(row, name, rowinfo) | |||
| 	if pellet > 1 then | 	if pellet > 1 then | ||
| 		row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')    | 		row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')    | ||
| 132行目: | 138行目: | ||
| end | end | ||
| local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount) | local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount, rowinfo) | ||
| 	local row = table:tag('tr') | 	local row = table:tag('tr') | ||
| 	row | 	renderHeaderCell(row, '+ガンシールド', rowinfo) | ||
| 	local countForGunShiled = getShotCount(pellet * baseDamage, 50) | 	local countForGunShiled = getShotCount(pellet * baseDamage, 50) | ||
| 150行目: | 151行目: | ||
| end | end | ||
| local function renderTable(args) | local function renderTable(args, frame) | ||
| 	local hopup = args.hopup or 1 | 	local hopup = args.hopup or 1 | ||
| 	local hopupsup | 	local hopupsup | ||
| 170行目: | 171行目: | ||
| 	local pellet = args.pellet or 1 | 	local pellet = args.pellet or 1 | ||
| 	local mul = args.mul or 1 | 	local mul = args.mul or 1 | ||
| 	local skullpiercer = args.skullpiercer or 1 | |||
| 	local headMul = args.head or 2 | 	local headMul = args.head or 2 | ||
| 	local headDamage = round(mul * round(headMul * baseDamage)) | 	local headDamage = round(mul * round(headMul * baseDamage)) | ||
| 180行目: | 182行目: | ||
| 		getShotCount(round(0.85 * round(legMul * allDamage)), 225), | 		getShotCount(round(0.85 * round(legMul * allDamage)), 225), | ||
| 		getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225)) | 		getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225)) | ||
| 	local colspan, info | |||
| 	if skullpiercer > 1 then | |||
| 		colspan = 3 | |||
| 		info = { | |||
| 			level1 = { | |||
| 				{ breaktop = false, breakbottom = false, colspan = 3 }, | |||
| 			}, | |||
| 			level1top = { | |||
| 				{ breaktop = true, breakbottom = true, colspan = 3 }, | |||
| 			}, | |||
| 			level1gunshiled = { | |||
| 				{ breaktop = false, breakbottom = true, colspan = 3 }, | |||
| 			}, | |||
| 			level2 = { | |||
| 				{ breaktop = true, breakbottom = true }, | |||
| 				{ breaktop = true, breakbottom = false, colspan = 2 }, | |||
| 			}, | |||
| 			level2gunshiled = { | |||
| 				{ breaktop = true, breakbottom = false }, | |||
| 				{ breaktop = false, breakbottom = false, colspan = 2 }, | |||
| 			}, | |||
| 			level3 = { | |||
| 				{ breaktop = true, breakbottom = true }, | |||
| 				{ breaktop = false, breakbottom = true }, | |||
| 				{ breaktop = false, breakbottom = false }, | |||
| 			}, | |||
| 			level3top = { | |||
| 				{ breaktop = false, breakbottom = true, colspan = 2 }, | |||
| 				{ breaktop = false, breakbottom = false }, | |||
| 			}, | |||
| 		} | |||
| 	else | |||
| 		colspan = 2 | |||
| 		info = { | |||
| 			level1 = { | |||
| 				{ breaktop = false, breakbottom = true, colspan = 2 }, | |||
| 			}, | |||
| 			level1gunshiled = { | |||
| 				{ breaktop = false, breakbottom = true, colspan = 2 }, | |||
| 			}, | |||
| 			level2 = { | |||
| 				{ breaktop = true, breakbottom = true }, | |||
| 				{ breaktop = false, breakbottom = false }, | |||
| 			}, | |||
| 			level2gunshiled = { | |||
| 				{ breaktop = true, breakbottom = false }, | |||
| 				{ breaktop = false, breakbottom = false }, | |||
| 			}, | |||
| 		} | |||
| 		info.level1top = info.level1 | |||
| 	end | |||
| 	local skullpiercerHtml | |||
| 	if frame ~= nil then | |||
| 		skullpiercerHtml = frame:expandTemplate { title = 'Hopup', args = { "スカルピアサーライフリング", size = 16 }} .. ' ' | |||
| 	else | |||
| 		skullpiercerHtml = '' | |||
| 	end | |||
| 	local table = mw.html.create('table') | 	local table = mw.html.create('table') | ||
| 		:addClass('wikitable') | 		:addClass('wikitable') | ||
| 	renderHeader(table, mul) | 	renderHeader(table, mul, colspan) | ||
| 	if skullpiercer > 1 then | |||
| 		renderRow( | |||
| 			table, | |||
| 			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercer .. ')</span>', | |||
| 			round(mul * round(skullpiercer * baseDamage)), | |||
| 			pellet, minCount, maxCount, info.level3top) | |||
| 	end | |||
| 	renderRow( | 	renderRow( | ||
| 		table, | 		table, | ||
| 		"頭 (x" .. headMul .. ")", | 		"頭 (x" .. headMul .. ")", | ||
| 		headDamage, | 		headDamage, | ||
| 		pellet, minCount, maxCount, | 		pellet, minCount, maxCount, info.level1top) | ||
| 	if skullpiercer > 1 then | |||
| 		local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer | |||
| 		renderRow( | |||
| 			table, | |||
| 			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercerLv1Mul .. ')</span>', | |||
| 			round(mul * round(skullpiercerLv1Mul * baseDamage)), | |||
| 			pellet, minCount, maxCount, info.level3) | |||
| 	end | |||
| 	local hlmLv1Mul = 0.2 + 0.8 * headMul | 	local hlmLv1Mul = 0.2 + 0.8 * headMul | ||
| 196行目: | 273行目: | ||
| 		'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>', | 		'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>', | ||
| 		round(mul * round(hlmLv1Mul * baseDamage)), | 		round(mul * round(hlmLv1Mul * baseDamage)), | ||
| 		pellet, minCount, maxCount) | 		pellet, minCount, maxCount, info.level2) | ||
| 	if skullpiercer > 1 then | |||
| 		local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer | |||
| 		renderRow( | |||
| 			table, | |||
| 			skullpiercerHtml .. '<span class="text-rarity text-rarity-rare">(x' .. skullpiercerLv2Mul .. ')</span>', | |||
| 			round(mul * round(skullpiercerLv2Mul * baseDamage)), | |||
| 			pellet, minCount, maxCount, info.level3) | |||
| 	end | |||
| 	local hlmLv2Mul = 0.4 + 0.6 * headMul | 	local hlmLv2Mul = 0.4 + 0.6 * headMul | ||
| 203行目: | 289行目: | ||
| 		'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>', | 		'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>', | ||
| 		round(mul * round(hlmLv2Mul * baseDamage)), | 		round(mul * round(hlmLv2Mul * baseDamage)), | ||
| 		pellet, minCount, maxCount) | 		pellet, minCount, maxCount, info.level2) | ||
| 	if skullpiercer > 1 then | |||
| 		local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer | |||
| 		renderRow( | |||
| 			table, | |||
| 			skullpiercerHtml .. '<span class="text-rarity text-rarity-epic">(x' .. skullpiercerLv3Mul .. ')</span>', | |||
| 			round(mul * round(skullpiercerLv3Mul * baseDamage)), | |||
| 			pellet, minCount, maxCount, info.level3) | |||
| 	end | |||
| 	local hlmLv3Mul = 0.5 + 0.5 * headMul | 	local hlmLv3Mul = 0.5 + 0.5 * headMul | ||
| 210行目: | 305行目: | ||
| 		'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>', | 		'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>', | ||
| 		round(mul * round(hlmLv3Mul * baseDamage)), | 		round(mul * round(hlmLv3Mul * baseDamage)), | ||
| 		pellet, minCount, maxCount) | 		pellet, minCount, maxCount, info.level2) | ||
| 	local bodyDamage = round(mul * baseDamage) | 	local bodyDamage = round(mul * baseDamage) | ||
| 	if legMul == 1 then | 	if legMul == 1 then | ||
| 		if mul == 0.85 then | 		if mul == 0.85 then | ||
| 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount,  | 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled) | ||
| 			renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount) | 			renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount, info.level2gunshiled) | ||
| 		else | 		else | ||
| 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount,  | 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1) | ||
| 		end | 		end | ||
| 	else | 	else | ||
| 		if mul == 1.05 then | 		if mul == 1.05 then | ||
| 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount,  | 			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1) | ||
| 		elseif mul == 0.85 then | 		elseif mul == 0.85 then | ||
| 			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount,  | 			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled) | ||
| 			renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount) | 			renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount, info.level2gunshiled) | ||
| 			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount,  | 			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1) | ||
| 		else | 		else | ||
| 			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount,  | 			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1) | ||
| 			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount,  | 			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1) | ||
| 		end | 		end | ||
| 	end | 	end | ||
| 236行目: | 331行目: | ||
| end | end | ||
| function p._main(args) | function p._main(args, frame) | ||
| 	return tostring(renderTable(args)) | 	return tostring(renderTable(args), frame) | ||
| end | end | ||
| 253行目: | 348行目: | ||
| 	args.mul = tonumber(args.mul) | 	args.mul = tonumber(args.mul) | ||
| 	args.amped = args.amped == 'true' | 	args.amped = args.amped == 'true' | ||
| 	args.skullpiercer = tonumber(args.skullpiercer) | |||
| 	args.hopup = tonumber(args.hopup) | 	args.hopup = tonumber(args.hopup) | ||
| 	args.hopupsup = tonumber(args.hopupsup) | 	args.hopupsup = tonumber(args.hopupsup) | ||
| 	return p._main(args) | 	return p._main(args, frame) | ||
| end | end | ||
| return p | return p | ||
2021年1月29日 (金) 02:18時点における版
このモジュールについての説明文ページを モジュール:DamageTable/doc に作成できます
local p = {}
local getArgs -- lazily initialized
local function round(num)
	return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
end
local function convertHslToRgb(hue, saturation, lightness)
	hue = math.max(0, math.min(1, hue))
	saturation = math.max(0, math.min(1, saturation))
	lightness = math.max(0, math.min(1, lightness))
	
	if saturation == 0 then
		return lightness, lightness, lightness
	else
		local function to(p, q, t)
			if t < 0 then t = t + 1 end
			if t > 1 then t = t - 1 end
			
			if t < 1/6 then
				return p + (q - p) * 6 * t
			elseif t < 3/6 then
				return q
			elseif t < 4/6 then
				return p + (q - p) * (2/3 - t) * 6
			else
				return p
			end
		end
		
		local q
		if lightness < 0.5 then
			q = lightness * (1 + saturation)
		else
			q = lightness + saturation - lightness * saturation
		end
		
		local p = 2 * lightness - q
		return to(p, q, hue + 1/3), to(p, q, hue), to(p, q, hue - 1/3)
	end
end
local function getColorAsString(hue)
	local r, g, b = convertHslToRgb(hue, 0.91, 0.89)
	return '#'
		.. string.format('%02X', 255 * r)
		.. string.format('%02X', 255 * g)
		.. string.format('%02X', 255 * b)
end
local function getShotCount(damage, health)
	return math.ceil(health / damage)
end
local function renderHeader(table, mul, colspan)
	local row = table:tag('tr')
	local cell = row:tag('th')
		:attr('colspan', colspan)
		:attr('rowspan', 2)
	if mul == 1 then
		cell:wikitext('部位')
	elseif mul == 1.05 then
		cell:wikitext('部位 (小柄)')
	elseif mul == 0.85 then
		cell:wikitext('部位 (鉄壁)')
	else
		cell:wikitext('部位 (x' .. mul .. ')')
	end
	row:tag('th')
		:attr('rowspan', 2)
		:wikitext('ダメージ')
	row:tag('th')
		:attr('colspan', 5)
		:wikitext('確殺数')
	
	row = table:tag('tr')
	row:tag('th'):wikitext('100<small> HP</small>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-common">150<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-rare">175<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-epic">200<small> HP</small></span>')
	row:tag('th'):wikitext('<span class="text-rarity text-rarity-heirloom">225<small> HP</small></span>')
end
local function renderCell(row, allDamage, health, minCount, maxCount, offset)
	local shotCount = getShotCount(allDamage, health)
	local ratio = (shotCount + offset - minCount) / (maxCount - minCount)
	row:tag('td')
		:attr('align', 'right')
		:css('background-color', getColorAsString(0.85 * ratio))
		:wikitext(offset + shotCount)
end
local function renderRowForSTK(row, damage, pellet, minCount, maxCount, offset)
	offset = offset or 0
	
	local allDamage = pellet * damage
	renderCell(row, allDamage, 100, minCount, maxCount, offset)
	renderCell(row, allDamage, 150, minCount, maxCount, offset)
	renderCell(row, allDamage, 175, minCount, maxCount, offset)
	renderCell(row, allDamage, 200, minCount, maxCount, offset)
	renderCell(row, allDamage, 225, minCount, maxCount, offset)
end
local function renderHeaderCell(row, name, rowinfo)
	for i = 1, #rowinfo do
		local cellinfo = rowinfo[i]
		local colspan = cellinfo.colspan or 1
		
		local cell = row:tag('th')
		if colspan > 1 then
			cell:attr('colspan', colspan)
		end
		if cellinfo.breaktop then
			cell:css('border-top', '0 none')
		end
		if cellinfo.breakbottom then
			cell:css('border-bottom', '0 none')
		end
		if i == #rowinfo then
			cell:wikitext(name)
		else
			cell:wikitext('   ')
		end
	end
end
local function renderRow(table, name, damage, pellet, minCount, maxCount, rowinfo)
	local row = table:tag('tr')
	renderHeaderCell(row, name, rowinfo)
	
	if pellet > 1 then
		row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')  
	else
		row:tag('td'):attr('align', 'right'):wikitext(damage)
	end
	renderRowForSTK(row, damage, pellet, minCount, maxCount)
end
local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount, rowinfo)
	local row = table:tag('tr')
	renderHeaderCell(row, '+ガンシールド', rowinfo)
	
	local countForGunShiled = getShotCount(pellet * baseDamage, 50)
	if pellet > 1 then
		row:tag('td'):attr('align', 'right'):wikitext((baseDamage * pellet) .. '<small> (' .. baseDamage .. ' × ' .. pellet .. ')</small>')  
	else
		row:tag('td'):attr('align', 'right'):wikitext(baseDamage)
	end
	renderRowForSTK(row, damage, pellet, minCount, maxCount, countForGunShiled)
end
local function renderTable(args, frame)
	local hopup = args.hopup or 1
	local hopupsup
	if hopup == 1 then
		hopupsup = args.hopupsup or 1
	else
		hopupsup = hopup
	end
	
	local damage = args.damage or 20
	local rawDamage, baseDamage
	if args.amped then
		rawDamage = round(1.2 * damage)
	else
		rawDamage = damage
	end
	baseDamage = round(hopup * rawDamage)
	
	local pellet = args.pellet or 1
	local mul = args.mul or 1
	local skullpiercer = args.skullpiercer or 1
	local headMul = args.head or 2
	local headDamage = round(mul * round(headMul * baseDamage))
	local legMul = args.leg or 0.8
	local legDamage = round(mul * round(legMul * baseDamage))
	
	local allDamage = pellet * damage
	local minCount = getShotCount(round(1.05 * round(headMul * round(hopupsup * round(1.2 * allDamage)))), 100)
	local maxCount = math.max(
		getShotCount(round(0.85 * round(legMul * allDamage)), 225),
		getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
	local colspan, info
	if skullpiercer > 1 then
		colspan = 3
		info = {
			level1 = {
				{ breaktop = false, breakbottom = false, colspan = 3 },
			},
			level1top = {
				{ breaktop = true, breakbottom = true, colspan = 3 },
			},
			level1gunshiled = {
				{ breaktop = false, breakbottom = true, colspan = 3 },
			},
			level2 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = true, breakbottom = false, colspan = 2 },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false, colspan = 2 },
			},
			level3 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level3top = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
				{ breaktop = false, breakbottom = false },
			},
		}
	else
		colspan = 2
		info = {
			level1 = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
			},
			level1gunshiled = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
			},
			level2 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false },
			},
		}
		info.level1top = info.level1
	end
	
	local skullpiercerHtml
	if frame ~= nil then
		skullpiercerHtml = frame:expandTemplate { title = 'Hopup', args = { "スカルピアサーライフリング", size = 16 }} .. ' '
	else
		skullpiercerHtml = ''
	end
	
	local table = mw.html.create('table')
		:addClass('wikitable')
	renderHeader(table, mul, colspan)
	
	if skullpiercer > 1 then
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercer .. ')</span>',
			round(mul * round(skullpiercer * baseDamage)),
			pellet, minCount, maxCount, info.level3top)
	end
	
	renderRow(
		table,
		"頭 (x" .. headMul .. ")",
		headDamage,
		pellet, minCount, maxCount, info.level1top)
	
	if skullpiercer > 1 then
		local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercerLv1Mul .. ')</span>',
			round(mul * round(skullpiercerLv1Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	local hlmLv1Mul = 0.2 + 0.8 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
		round(mul * round(hlmLv1Mul * baseDamage)),
		pellet, minCount, maxCount, info.level2)
	
	if skullpiercer > 1 then
		local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-rare">(x' .. skullpiercerLv2Mul .. ')</span>',
			round(mul * round(skullpiercerLv2Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	local hlmLv2Mul = 0.4 + 0.6 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
		round(mul * round(hlmLv2Mul * baseDamage)),
		pellet, minCount, maxCount, info.level2)
	
	if skullpiercer > 1 then
		local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-epic">(x' .. skullpiercerLv3Mul .. ')</span>',
			round(mul * round(skullpiercerLv3Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	local hlmLv3Mul = 0.5 + 0.5 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
		round(mul * round(hlmLv3Mul * baseDamage)),
		pellet, minCount, maxCount, info.level2)
	
	local bodyDamage = round(mul * baseDamage)
	if legMul == 1 then
		if mul == 0.85 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
			renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount, info.level2gunshiled)
		else
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
		end
	else
		if mul == 1.05 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
		elseif mul == 0.85 then
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
			renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount, info.level2gunshiled)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
		else
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
		end
	end
	
	return table
end
function p._main(args, frame)
	return tostring(renderTable(args), frame)
end
function p.main(frame)
	if not getArgs then
		getArgs = require('Module:Arguments').getArgs
	end
	args = getArgs(frame)
	
	-- fix arguments
	args.damage = tonumber(args.damage)
	args.pellet = tonumber(args.pellet)
	args.head = tonumber(args.head)
	args.leg = tonumber(args.leg)
	args.mul = tonumber(args.mul)
	args.amped = args.amped == 'true'
	args.skullpiercer = tonumber(args.skullpiercer)
	args.hopup = tonumber(args.hopup)
	args.hopupsup = tonumber(args.hopupsup)
	
	return p._main(args, frame)
end
return p