🌟 | 現在、 鉄壁ヘッドショットには対応済みです。 鉄壁HSは通常HSと同じダメージになります。LMG及びDMR、チャージライフル、ハンマーポイント弾を除き、すべてのダメージ値が一致していることを確認しています。 |
「モジュール:StatTable/Damage」の版間の差分
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(ボセックコンパウンドボウの最大チャージ時のヘッド・レッグショット倍率を正しいものが反映できるように変更) |
(全体的な処理をマガジン当たりのダメージと統一) |
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local configuration = { | local configuration = { | ||
en = { | en = { | ||
bodyshot = 'Body', | bodyshot = 'Body', | ||
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} | } | ||
local function addData(dataset, data | local function addData(dataset, data, fn) | ||
fn = fn or function(val) return val end | |||
local head = data.head | |||
local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1) | local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1) | ||
local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2) | local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2) | ||
local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3) | local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3) | ||
local legs = data.legs | |||
data.damage = fn(data.base, 1) * data.pellets | |||
data.headDamage = fn(apex.calcPartDamage(data.base, head), head) * data.pellets | |||
data.lvl1Damage = fn(apex.calcPartDamage(data.base, lvl1), lvl1) * data.pellets | |||
data.lvl2Damage = fn(apex.calcPartDamage(data.base, lvl2), lvl2) * data.pellets | |||
data.lvl3Damage = fn(apex.calcPartDamage(data.base, lvl3), lvl3) * data.pellets | |||
data.legsDamage = fn(apex.calcPartDamage(data.base, legs), legs) * data.pellets | |||
table.insert(dataset, data) | table.insert(dataset, data) | ||
end | end | ||
local p = {} | local p = {} | ||
function p._main(args) | function p._main(args, __debug) | ||
args = args or {} | args = args or {} | ||
if __debug == nil then | |||
__debug = true | |||
end | |||
local lang = args.lang or 'ja' | local lang = args.lang or 'ja' | ||
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local baseData = { | local baseData = { | ||
ammo = stat.ammo, | ammo = stat.ammo, | ||
base = stat.damage.base, | |||
head = stat.damage.headshot, | |||
legs = stat.damage.legshot, | |||
name = name, | name = name, | ||
pellets = stat.pellet or 1, | |||
shortname = stat.localization['Japanese_Short'], | shortname = stat.localization['Japanese_Short'], | ||
} | } | ||
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for t = 0, stat.damage.beam.ticks do | for t = 0, stat.damage.beam.ticks do | ||
local tickData = aw.shallowCopy(baseData) | local tickData = aw.shallowCopy(baseData) | ||
if t ~= 1 then | if t ~= 1 then | ||
tickData.option = string.format(res.ticksFormat, t) | tickData.option = string.format(res.ticksFormat, t) | ||
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tickData.option = res.tick | tickData.option = res.tick | ||
end | end | ||
addData(dataset, tickData | addData(dataset, tickData, function(val, mul) | ||
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t | return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t | ||
end) | end) | ||
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pelletData.option = res.pellet | pelletData.option = res.pellet | ||
end | end | ||
addData(dataset, pelletData | pelletData.pellets = p | ||
addData(dataset, pelletData) | |||
-- ハンマーポイント弾 (モザンビーク) | -- ハンマーポイント弾 (モザンビーク) | ||
if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then | if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then | ||
local pelletUnshieldedData = aw.shallowCopy(pelletData) | local pelletUnshieldedData = aw.shallowCopy(pelletData) | ||
pelletUnshieldedData. | pelletUnshieldedData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage) | ||
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } | |||
addData(dataset, pelletUnshieldedData) | |||
end | end | ||
end | end | ||
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-- チャージ (30-30リピーター・ボセックコンパウンドボウ) | -- チャージ (30-30リピーター・ボセックコンパウンドボウ) | ||
if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then | if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then | ||
local minChargeData = aw.shallowCopy(baseData) | local minChargeData = aw.shallowCopy(baseData) | ||
minChargeData.head = stat.damage.headshot_charged or stat.damage.headshot | |||
minChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot | |||
minChargeData.option = res.mincharge | minChargeData.option = res.mincharge | ||
addData(dataset, minChargeData | addData(dataset, minChargeData) | ||
local maxChargeData = aw.shallowCopy(baseData) | local maxChargeData = aw.shallowCopy(baseData) | ||
maxChargeData.base = stat.damage.charged | |||
maxChargeData.option = res.maxcharge | maxChargeData.option = res.maxcharge | ||
addData(dataset, maxChargeData | addData(dataset, maxChargeData) | ||
-- チャージが無効の場合の通常出力 | -- チャージが無効の場合の通常出力 | ||
else | else | ||
addData(dataset, baseData | addData(dataset, baseData) | ||
end | end | ||
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local ampedData = aw.shallowCopy(baseData) | local ampedData = aw.shallowCopy(baseData) | ||
ampedData.ammo = ampedData.ammo .. '_amped' | ampedData.ammo = ampedData.ammo .. '_amped' | ||
ampedData.base = stat.damage.amped | |||
ampedData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>' | ampedData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>' | ||
addData(dataset, ampedData | addData(dataset, ampedData) | ||
end | end | ||
-- セレクトファイアレシーバー (ハボックライフル) | -- セレクトファイアレシーバー (ハボックライフル) | ||
if ( | if (__debug or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then | ||
local selectfireReceiverData = aw.shallowCopy(baseData) | local selectfireReceiverData = aw.shallowCopy(baseData) | ||
selectfireReceiverData.base = stat.selectfire_receiver.damage.base or stat.damage.base | |||
selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot or stat.damage.headshot | |||
selectfireReceiverData.hopup = { 'selectfire_receiver' } | selectfireReceiverData.hopup = { 'selectfire_receiver' } | ||
selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot or stat.damage.legshot | |||
addData(dataset, selectfireReceiverData) | |||
end | end | ||
-- ハンマーポイント弾 (P2020) | -- ハンマーポイント弾 (P2020) | ||
if ( | if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then | ||
local hammerpointRoundsData = aw.shallowCopy(baseData) | local hammerpointRoundsData = aw.shallowCopy(baseData) | ||
hammerpointRoundsData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage) | |||
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } | hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } | ||
addData(dataset, hammerpointRoundsData | addData(dataset, hammerpointRoundsData) | ||
end | end | ||
-- ディスラプター弾 (オルタネーター・RE-45オート) | -- ディスラプター弾 (オルタネーター・RE-45オート) | ||
if ( | if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then | ||
local disruptorRoundsData = aw.shallowCopy(baseData) | local disruptorRoundsData = aw.shallowCopy(baseData) | ||
disruptorRoundsData.hopup = { 'disruptor_rounds' } | disruptorRoundsData.hopup = { 'disruptor_rounds' } | ||
addData(dataset, disruptorRoundsData | addData(dataset, disruptorRoundsData, function(val) | ||
return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds) | return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds) | ||
end) | end) | ||
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-- アンビルレシーバー (VK-47フラットライン・R-301カービン) | -- アンビルレシーバー (VK-47フラットライン・R-301カービン) | ||
if ( | if (__debug or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then | ||
local anvilReceiverData = aw.shallowCopy(baseData) | local anvilReceiverData = aw.shallowCopy(baseData) | ||
anvilReceiverData.base = stat.anvil_receiver.damage.base | |||
anvilReceiverData.head = stat.anvil_receiver.damage.headshot or stat.damage.headshot | |||
anvilReceiverData.hopup = { 'anvil_receiver' } | anvilReceiverData.hopup = { 'anvil_receiver' } | ||
anvilReceiverData.legs = stat.anvil_receiver.damage.legshot or stat.damage.legshot | |||
addData(dataset, anvilReceiverData) | |||
end | end | ||
-- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ) | -- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ) | ||
if ( | if (__debug or Hopup.shatter_caps.enabled) and stat.shatter_caps and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then | ||
if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then | if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then | ||
for p = 1, stat.shatter_caps.pellet do | for p = 1, stat.shatter_caps.pellet do | ||
local shatterCapsMinChargeData = aw.shallowCopy(baseData) | local shatterCapsMinChargeData = aw.shallowCopy(baseData) | ||
shatterCapsMinChargeData.base = stat.shatter_caps.damage.base | |||
shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot | |||
shatterCapsMinChargeData.hopup = { 'shatter_caps' } | |||
shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot | |||
if p > 1 then | if p > 1 then | ||
shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p) | shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p) | ||
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shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge) | shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge) | ||
end | end | ||
shatterCapsMinChargeData. | shatterCapsMinChargeData.pellets = p | ||
addData(dataset, shatterCapsMinChargeData | addData(dataset, shatterCapsMinChargeData) | ||
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) | local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) | ||
shatterCapsMinChargeData.base = stat.shatter_caps.damage.charged | |||
shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged or stat.shatter_caps.damage.headshot or stat.damage.headshot | |||
shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged or stat.shatter_caps.damage.legshot or stat.damage.legshot | |||
if p > 1 then | if p > 1 then | ||
shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p) | shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p) | ||
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shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge) | shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge) | ||
end | end | ||
addData(dataset, shatterCapsMaxChargeData | addData(dataset, shatterCapsMaxChargeData) | ||
end | end | ||
else | else | ||
for p = 1, stat.shatter_caps.pellet do | for p = 1, stat.shatter_caps.pellet do | ||
local shatterCapsData = aw.shallowCopy(baseData) | local shatterCapsData = aw.shallowCopy(baseData) | ||
shatterCapsData.base = stat.shatter_caps.damage.base | |||
shatterCapsData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot | |||
shatterCapsData.hopup = { 'shatter_caps' } | |||
shatterCapsData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot | |||
if p > 1 then | if p > 1 then | ||
shatterCapsData.option = string.format(res.pelletsFormat, p) | shatterCapsData.option = string.format(res.pelletsFormat, p) | ||
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shatterCapsData.option = res.pellet | shatterCapsData.option = res.pellet | ||
end | end | ||
addData(dataset, shatterCapsData) | |||
addData(dataset, shatterCapsData | |||
end | end | ||
end | end | ||
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tableutil.RankCell.new('', 'damage', true), | tableutil.RankCell.new('', 'damage', true), | ||
tableutil.AmmoCell.new('', 'ammo', { | tableutil.AmmoCell.new('', 'ammo', { | ||
attributes | attributes = { align = 'center' }, | ||
headerStyle | cellClass = 'st-desktop', | ||
footerClass = 'st-desktop', | |||
headerClass = 'st-desktop', | |||
headerStyle = { width = '36px' }, | |||
}), | }), | ||
tableutil.WeaponNameCell.new(res.weaponname, 'name', { | tableutil.WeaponNameCell.new(res.weaponname, 'name', { | ||
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tableutil.HopupCell.new(res.hopup, 'hopup', { | tableutil.HopupCell.new(res.hopup, 'hopup', { | ||
attributes = { align = 'left' }, | attributes = { align = 'left' }, | ||
cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0- | cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', | ||
headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0- | headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', | ||
headerColspan = 0, | headerColspan = 0, | ||
}), | }), | ||
tableutil.ValueCell.new(res.legsshot, 'legsDamage', { | tableutil.ValueCell.new(res.legsshot, 'legsDamage', { | ||
cellClass = 'st-desktop', | |||
footerClass = 'st-desktop', | |||
headerClass = 'st-desktop', | |||
headerStyle = { | headerStyle = { | ||
['min-width'] = '40px', | ['min-width'] = '40px', | ||
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maximumValue = 150, | maximumValue = 150, | ||
preferredGridCount = 3, | preferredGridCount = 3, | ||
}), | |||
tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', { | |||
cellClass = 'st-desktop', | |||
footerClass = 'st-desktop', | |||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | |||
tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', { | |||
cellClass = 'st-desktop', | |||
footerClass = 'st-desktop', | |||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | }), | ||
tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', { | tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', { | ||
279行目: | 322行目: | ||
}), | }), | ||
} | } | ||
local node = tableutil.createTable(dataset, metadata | local node = tableutil.createTable(dataset, metadata) | ||
return tostring(node) | return tostring(node) | ||
end | end |
2021年8月23日 (月) 15:28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:StatTable/Damage/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 tableutil = require('Module:Utility/TableUtil/Apex') local Hopup = mw.loadData('Module:Stat/Hopup') local getArgs -- lazily initialized local configuration = { en = { bodyshot = 'Body', damage = 'Damage', graph = 'Graph', headshot = 'Head', headlvl1 = 'Head w/Lvl1', headlvl2 = 'Head w/Lvl2', headlvl3 = 'Head w/Lvl3', hopup = 'Hop-Up', legsshot = 'Legs', maxcharge = 'Max charge', mincharge = 'Min charge', pellet = '1 pellet', pelletsFormat = '%d pellets', pelletWithAdditional = '%s | 1 pellet', pelletsWithAdditionalFormat = '%s | %d pellets', tick = '1 tick', ticksFormat = '%d ticks', weaponname = 'Weapon name', }, ja = { bodyshot = '胴', damage = 'ダメージ', graph = 'グラフ', headshot = '頭', headlvl1 = '頭 (Lv.1)', headlvl2 = '頭 (Lv.2)', headlvl3 = '頭 (Lv.3)', hopup = 'ホップアップ', legsshot = '脚', maxcharge = '最大溜め', mincharge = '最小溜め', pellet = '1 片', pelletsFormat = '%d 片', pelletWithAdditional = '%s・1 片', pelletsWithAdditionalFormat = '%s・%d 片', tick = '1 チック', ticksFormat = '%d チック', weaponname = '武器名', }, } local function addData(dataset, data, fn) fn = fn or function(val) return val end local head = data.head local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1) local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2) local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3) local legs = data.legs data.damage = fn(data.base, 1) * data.pellets data.headDamage = fn(apex.calcPartDamage(data.base, head), head) * data.pellets data.lvl1Damage = fn(apex.calcPartDamage(data.base, lvl1), lvl1) * data.pellets data.lvl2Damage = fn(apex.calcPartDamage(data.base, lvl2), lvl2) * data.pellets data.lvl3Damage = fn(apex.calcPartDamage(data.base, lvl3), lvl3) * data.pellets data.legsDamage = fn(apex.calcPartDamage(data.base, legs), legs) * data.pellets table.insert(dataset, data) end local p = {} function p._main(args, __debug) args = args or {} if __debug == nil then __debug = true end local lang = args.lang or 'ja' local res = configuration[lang] local stats = mw.loadData('Module:Stat/Weapon') local dataset = {} for name, stat in pairs(stats) do local baseDamage = stat.damage.base local baseData = { ammo = stat.ammo, base = stat.damage.base, head = stat.damage.headshot, legs = stat.damage.legshot, name = name, pellets = stat.pellet or 1, shortname = stat.localization['Japanese_Short'], } local special = aw.stringstarts(stat.ammo, 'special_') -- チャージビーム (チャージライフル) if stat.damage.beam then for t = 0, stat.damage.beam.ticks do local tickData = aw.shallowCopy(baseData) if t ~= 1 then tickData.option = string.format(res.ticksFormat, t) else tickData.option = res.tick end addData(dataset, tickData, function(val, mul) return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t end) end -- 散弾 (ショットガン・トリプルテイク) elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then for p = 1, stat.pellet do local pelletData = aw.shallowCopy(baseData) if p > 1 then pelletData.option = string.format(res.pelletsFormat, p) else pelletData.option = res.pellet end pelletData.pellets = p addData(dataset, pelletData) -- ハンマーポイント弾 (モザンビーク) if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then local pelletUnshieldedData = aw.shallowCopy(pelletData) pelletUnshieldedData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage) pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } addData(dataset, pelletUnshieldedData) end end -- それ以外 else -- チャージ (30-30リピーター・ボセックコンパウンドボウ) if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then local minChargeData = aw.shallowCopy(baseData) minChargeData.head = stat.damage.headshot_charged or stat.damage.headshot minChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot minChargeData.option = res.mincharge addData(dataset, minChargeData) local maxChargeData = aw.shallowCopy(baseData) maxChargeData.base = stat.damage.charged maxChargeData.option = res.maxcharge addData(dataset, maxChargeData) -- チャージが無効の場合の通常出力 else addData(dataset, baseData) end -- 増幅モード (センチネル) if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then local ampedData = aw.shallowCopy(baseData) ampedData.ammo = ampedData.ammo .. '_amped' ampedData.base = stat.damage.amped ampedData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>' addData(dataset, ampedData) end -- セレクトファイアレシーバー (ハボックライフル) if (__debug or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then local selectfireReceiverData = aw.shallowCopy(baseData) selectfireReceiverData.base = stat.selectfire_receiver.damage.base or stat.damage.base selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot or stat.damage.headshot selectfireReceiverData.hopup = { 'selectfire_receiver' } selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot or stat.damage.legshot addData(dataset, selectfireReceiverData) end -- ハンマーポイント弾 (P2020) if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then local hammerpointRoundsData = aw.shallowCopy(baseData) hammerpointRoundsData.base = math.floor(stat.damage.hammerpoint_rounds * baseDamage) hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } addData(dataset, hammerpointRoundsData) end -- ディスラプター弾 (オルタネーター・RE-45オート) if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then local disruptorRoundsData = aw.shallowCopy(baseData) disruptorRoundsData.hopup = { 'disruptor_rounds' } addData(dataset, disruptorRoundsData, function(val) return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds) end) end -- アンビルレシーバー (VK-47フラットライン・R-301カービン) if (__debug or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then local anvilReceiverData = aw.shallowCopy(baseData) anvilReceiverData.base = stat.anvil_receiver.damage.base anvilReceiverData.head = stat.anvil_receiver.damage.headshot or stat.damage.headshot anvilReceiverData.hopup = { 'anvil_receiver' } anvilReceiverData.legs = stat.anvil_receiver.damage.legshot or stat.damage.legshot addData(dataset, anvilReceiverData) end -- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ) if (__debug or Hopup.shatter_caps.enabled) and stat.shatter_caps and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then for p = 1, stat.shatter_caps.pellet do local shatterCapsMinChargeData = aw.shallowCopy(baseData) shatterCapsMinChargeData.base = stat.shatter_caps.damage.base shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsMinChargeData.hopup = { 'shatter_caps' } shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot if p > 1 then shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p) else shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge) end shatterCapsMinChargeData.pellets = p addData(dataset, shatterCapsMinChargeData) local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) shatterCapsMinChargeData.base = stat.shatter_caps.damage.charged shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged or stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged or stat.shatter_caps.damage.legshot or stat.damage.legshot if p > 1 then shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p) else shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge) end addData(dataset, shatterCapsMaxChargeData) end else for p = 1, stat.shatter_caps.pellet do local shatterCapsData = aw.shallowCopy(baseData) shatterCapsData.base = stat.shatter_caps.damage.base shatterCapsData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsData.hopup = { 'shatter_caps' } shatterCapsData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot if p > 1 then shatterCapsData.option = string.format(res.pelletsFormat, p) else shatterCapsData.option = res.pellet end addData(dataset, shatterCapsData) end end end end end local metadata = { tableutil.RankCell.new('', 'damage', true), tableutil.AmmoCell.new('', 'ammo', { attributes = { align = 'center' }, cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { width = '36px' }, }), tableutil.WeaponNameCell.new(res.weaponname, 'name', { ammoIndex = 'ammo', attributes = { align = 'left' }, cellClass = 'st-dashed-right st-mobile-none-right st-mobile-padding0-right', headerColspan = 2, optionIndex = 'option', shortnameIndex = 'shortname', }), tableutil.HopupCell.new(res.hopup, 'hopup', { attributes = { align = 'left' }, cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', headerColspan = 0, }), tableutil.ValueCell.new(res.legsshot, 'legsDamage', { cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineValueCell.new(res.bodyshot, 'damage', { startIndex = 'legsDamage', endIndex = 'lvl1Damage', cellClass = 'st-mobile-graph st-mobile-textshadow', footerClass = 'st-mobile-axis', headerStyle = { ['min-width'] = '80px', ['max-width'] = '8em', }, maximumValue = 150, preferredGridCount = 3, }), tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', { cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', { cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', { cellClass = 'st-mobile-last', footerClass = 'st-mobile-last', headerClass = 'st-mobile-last', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineCell.new(res.graph, 'damage', { startIndex = 'legsDamage', endIndex = 'lvl1Damage', cellClass = 'st-desktop st-desktop-graph', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '160px', }, maximumValue = 200, }), } 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) end return p