| 🌟 | 現在、 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:Utility/ApexLibrary」の版間の差分
ナビゲーションに移動
検索に移動
(小柄の丸め計算の特殊化の条件を変更) |
(射撃レートに関する関数を追加) |
||
| 72行目: | 72行目: | ||
return base | return base | ||
end | |||
-- 射撃モード | |||
apex.BURST = 0 | |||
apex.DOUBLE_TAP_TRIGGER = apex.BURST | |||
apex.AUTO = 100 | |||
apex.SINGLE = 200 | |||
apex.ANVIL_RECEIVER = 201 | |||
apex.SELECTFIRE_RECEIVER = 300 | |||
-- [[ 複数の射撃レートが定義されているかどうか ]] | |||
function apex.hasMultipleFirerate(stat, mode) | |||
local firerate = stat.firarate | |||
if not firarate then | |||
return false | |||
end | |||
if mode == apex.BURST then | |||
return type(firerate.burst_delay) == 'table' | |||
elseif mode == apex.AUTO then | |||
return type(firerate.auto) == 'table' | |||
elseif mode == apex.SINGLE then | |||
return type(firerate.single) == 'table' or type(firerate.single_rechamber) == 'table' | |||
else | |||
return false | |||
end | |||
end | |||
-- [[ 射撃レート計算 ]] | |||
function apex.calcFirerate(stat, mode, level) | |||
level = (1 + level) or 1 | |||
local rps = 0 | |||
if mode == apex.BURST then | |||
if aw.isNumberAndGreaterThanZero(stat.mode.burst) then | |||
local typename = type(stat.firerate.burst_delay) | |||
local burst_delay | |||
if typename == 'table' then | |||
burst_delay = stat.firerate.burst_delay[level] | |||
else | |||
burst_delay = stat.firerate.burst_delay | |||
end | |||
rps = stat.mode.burst / ((stat.mode.burst - 1) / stat.firerate.burst + burst_delay) | |||
end | |||
elseif mode == apex.AUTO then | |||
if stat.mode.auto then | |||
local typename = type(stat.firerate.auto) | |||
if typename == 'table' then | |||
rps = stat.firerate.auto[level] | |||
else | |||
rps = stat.firerate.auto | |||
end | |||
end | |||
elseif mode == apex.SINGLE then | |||
if stat.mode.single then | |||
local typename = type(stat.firerate.single) | |||
if typename == 'table' then | |||
rps = stat.firerate.single[level] | |||
else | |||
rps = stat.firerate.single | |||
end | |||
if aw.isNumberAndGreaterThanZero(stat.firerate.single_rechamber) then | |||
rps = 1 / (1 / rps + stat.firerate.single_rechamber) | |||
end | |||
end | |||
elseif mode == apex.ANVIL_RECEIVER then | |||
if stat.firerate.anvil_receiver then | |||
rps = stat.firerate.anvil_receiver | |||
end | |||
end | |||
return rps | |||
end | end | ||
return apex | return apex | ||
2021年3月18日 (木) 00:53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:Utility/ApexLibrary/doc に作成できます
local apex = {}
local aw = require('Module:Utility/Library')
-- 部位ダメージ用定数
apex.HEAD = 1
apex.HEAD_NOHLM = 1
apex.HEAD_HLMLV1 = 2
apex.HEAD_HLMLV2 = 3
apex.HEAD_HLMLV3 = 4
apex.BODY = 10
apex.LEGS = 100
apex.SKY = 1000
-- [[ ヘッドショット倍率の計算 ]]
function apex.calcHeadshotMultiplier(headmul, part)
if part == apex.HEAD_HLMLV1 then
return 0.2 + 0.8 * headmul
elseif part == apex.HEAD_HLMLV2 then
return 0.4 + 0.6 * headmul
elseif part == apex.HEAD_HLMLV3 then
return 0.5 + 0.5 * headmul
else
return headmul
end
end
-- [[ 部位倍率とパッシブ倍率を考慮したダメージ計算 ]]
function apex.calcDamageFromPartAndPassive(base, partmul, passive, opts)
-- 部位倍率
if partmul ~= 1 then
base = aw.round(partmul * base)
end
-- 小柄・鉄壁
if passive == 1.05 then
if not opts.round then
base = aw.roundover(passive * base)
else
base = aw.round(passive * base)
end
elseif passive ~= 1 then
base = aw.round(passive * base)
end
return base
end
-- [[ ダメージ計算 ]]
function apex.calcDamage(base, partmul, passive, opts)
opts = opts or {}
opts.hammerpointRounds = opts.hammerpointRounds or 0
-- 増幅バリケード
if opts.ampedCover then
base = aw.round(1.2 * base)
end
-- ハンマーポイント弾
if opts.hammerpointRounds > 1 then
base = math.floor(opts.hammerpointRounds * base)
end
-- 部位倍率/小柄・鉄壁
base = apex.calcDamageFromPartAndPassive(base, partmul, passive, opts)
-- ビームダメージ
if opts.beam and aw.isNumberAndGreaterThanOrEqualToZero(opts.beam.damage) then
local beamdamage = apex.calcDamageFromPartAndPassive(opts.beam.damage, partmul, passive, opts)
base = base + opts.beam.ticks * beamdamage
end
return base
end
-- 射撃モード
apex.BURST = 0
apex.DOUBLE_TAP_TRIGGER = apex.BURST
apex.AUTO = 100
apex.SINGLE = 200
apex.ANVIL_RECEIVER = 201
apex.SELECTFIRE_RECEIVER = 300
-- [[ 複数の射撃レートが定義されているかどうか ]]
function apex.hasMultipleFirerate(stat, mode)
local firerate = stat.firarate
if not firarate then
return false
end
if mode == apex.BURST then
return type(firerate.burst_delay) == 'table'
elseif mode == apex.AUTO then
return type(firerate.auto) == 'table'
elseif mode == apex.SINGLE then
return type(firerate.single) == 'table' or type(firerate.single_rechamber) == 'table'
else
return false
end
end
-- [[ 射撃レート計算 ]]
function apex.calcFirerate(stat, mode, level)
level = (1 + level) or 1
local rps = 0
if mode == apex.BURST then
if aw.isNumberAndGreaterThanZero(stat.mode.burst) then
local typename = type(stat.firerate.burst_delay)
local burst_delay
if typename == 'table' then
burst_delay = stat.firerate.burst_delay[level]
else
burst_delay = stat.firerate.burst_delay
end
rps = stat.mode.burst / ((stat.mode.burst - 1) / stat.firerate.burst + burst_delay)
end
elseif mode == apex.AUTO then
if stat.mode.auto then
local typename = type(stat.firerate.auto)
if typename == 'table' then
rps = stat.firerate.auto[level]
else
rps = stat.firerate.auto
end
end
elseif mode == apex.SINGLE then
if stat.mode.single then
local typename = type(stat.firerate.single)
if typename == 'table' then
rps = stat.firerate.single[level]
else
rps = stat.firerate.single
end
if aw.isNumberAndGreaterThanZero(stat.firerate.single_rechamber) then
rps = 1 / (1 / rps + stat.firerate.single_rechamber)
end
end
elseif mode == apex.ANVIL_RECEIVER then
if stat.firerate.anvil_receiver then
rps = stat.firerate.anvil_receiver
end
end
return rps
end
return apex