| 🌟 | 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:StatTable/DamagePerSlot」の版間の差分
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(モバイル向けの軸の数値を「~k」表記に変更) |
(頭や脚も考慮したスロット火力の算出の実装) |
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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 iu = require('Module:Utility/Image') | ||
local tableutil = require('Module:Utility/TableUtil/Apex') | local tableutil = require('Module:Utility/TableUtil/Apex') | ||
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local configuration = { | local configuration = { | ||
en = { | en = { | ||
bodyshot = 'Body', | |||
dmgslot = 'Damage per Slot', | dmgslot = 'Damage per Slot', | ||
graph = 'Graph', | graph = 'Graph', | ||
headshot = 'Head', | |||
headlvl1 = 'Head w/Lvl1', | |||
headlvl2 = 'Head w/Lvl2', | |||
headlvl3 = 'Head w/Lvl3', | |||
hopup = 'Hop-Up', | hopup = 'Hop-Up', | ||
legsshot = 'Legs', | |||
infinity = '∞', | infinity = '∞', | ||
maxcharge = 'Max charge', | maxcharge = 'Max charge', | ||
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}, | }, | ||
ja = { | ja = { | ||
bodyshot = '胴', | |||
dmgslot = 'スロット当たりのダメージ', | dmgslot = 'スロット当たりのダメージ', | ||
graph = 'グラフ', | 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', | hopup = 'ホップアップ', | ||
legsshot = '脚', | |||
infinity = '∞', | infinity = '∞', | ||
maxcharge = '最大溜め', | maxcharge = '最大溜め', | ||
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}, | }, | ||
} | } | ||
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 | |||
local mul = data.pellets * data.slotammo | |||
data.bodyDmgslot = fn(data.damage, 1) * mul | |||
data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul | |||
data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul | |||
data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul | |||
data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul | |||
data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul | |||
table.insert(dataset, data) | |||
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 ammoPerShot = stat.ammo_per_shot or 1 | local ammoPerShot = stat.ammo_per_shot or 1 | ||
local baseDamage = stat.damage.base | local baseDamage = stat.damage.base | ||
local baseData = { | local baseData = { | ||
ammo = stat.ammo, | ammo = stat.ammo, | ||
damage = baseDamage, | |||
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'], | ||
slotammo = math.floor(ammoPerSlot / ammoPerShot), | |||
} | } | ||
-- チャージビーム (チャージライフル) | -- チャージビーム (チャージライフル) | ||
if stat.damage.beam then | if stat.damage.beam then | ||
addData(dataset, baseData, function(val, mul) | |||
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks | |||
end) | |||
-- 散弾 (ショットガン・トリプルテイク) | -- 散弾 (ショットガン・トリプルテイク) | ||
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then | elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then | ||
addData(dataset, baseData) | |||
-- 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 ( | if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then | ||
local pelletUnshieldedData = aw.shallowCopy( | local pelletUnshieldedData = aw.shallowCopy(baseData) | ||
pelletUnshieldedData. | pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage) | ||
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } | pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } | ||
addData(dataset, pelletUnshieldedData) | |||
end | end | ||
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local minChargeData = aw.shallowCopy(baseData) | local minChargeData = aw.shallowCopy(baseData) | ||
minChargeData.option = res.mincharge | minChargeData.option = res.mincharge | ||
addData(dataset, minChargeData) | |||
local maxChargeData = aw.shallowCopy(baseData) | local maxChargeData = aw.shallowCopy(baseData) | ||
maxChargeData. | maxChargeData.damage = stat.damage.charged | ||
maxChargeData.option = res.maxcharge | maxChargeData.option = res.maxcharge | ||
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) | |||
end | end | ||
-- 増幅モード (センチネル) | -- 増幅モード (センチネル) | ||
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then | if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then | ||
local ampedData = aw.shallowCopy(baseData) | local ampedData = aw.shallowCopy(baseData) | ||
ampedData.ammo | ampedData.ammo = ampedData.ammo .. '_amped' | ||
ampedData. | ampedData.damage = stat.damage.amped | ||
ampedData.option | ampedData.option = iu.item('シールドセル') .. '<span class="text-desktoponly"> 増幅モード</span>' | ||
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. | selectfireReceiverData.damage = stat.selectfire_receiver.damage.base | ||
selectfireReceiverData.hopup | selectfireReceiverData.hopup = { 'selectfire_receiver' } | ||
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. | hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage) | ||
hammerpointRoundsData.hopup | hammerpointRoundsData.hopup = { 'hammerpoint_rounds' } | ||
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 | addData(dataset, disruptorRoundsData, function(val) | ||
return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds) | |||
end) | |||
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) | -- 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 anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2 | local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2 | ||
local anvilReceiverData = aw.shallowCopy(baseData) | local anvilReceiverData = aw.shallowCopy(baseData) | ||
anvilReceiverData. | anvilReceiverData.damage = stat.anvil_receiver.damage.base | ||
anvilReceiverData.hopup | anvilReceiverData.hopup = { 'anvil_receiver' } | ||
anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot) | |||
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 | ||
local shatterCapsMinChargeData = aw.shallowCopy(baseData) | local shatterCapsMinChargeData = aw.shallowCopy(baseData) | ||
shatterCapsMinChargeData. | shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base | ||
shatterCapsMinChargeData.option = res.mincharge | shatterCapsMinChargeData.option = res.mincharge | ||
shatterCapsMinChargeData.hopup = { 'shatter_caps' } | shatterCapsMinChargeData.hopup = { 'shatter_caps' } | ||
shatterCapsMinChargeData.pellets = stat.shatter_caps.pellet | |||
addData(dataset, shatterCapsMinChargeData) | |||
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) | local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) | ||
shatterCapsMaxChargeData. | shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged | ||
shatterCapsMaxChargeData.option | shatterCapsMaxChargeData.option = res.maxcharge | ||
addData(dataset, shatterCapsMaxChargeData) | |||
else | else | ||
local shatterCapsData = aw.shallowCopy(baseData) | local shatterCapsData = aw.shallowCopy(baseData) | ||
shatterCapsData. | shatterCapsData.damage = stat.shatter_caps.damage.base | ||
shatterCapsData.hopup = { 'shatter_caps' } | shatterCapsData.hopup = { 'shatter_caps' } | ||
shatterCapsData.pellets = stat.shatter_caps.pellet | |||
addData(dataset, shatterCapsData) | |||
end | end | ||
end | end | ||
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end | end | ||
local metadata = { | local metadata = { | ||
tableutil.RankCell.new('', ' | tableutil.RankCell.new('', 'bodyDmgslot', 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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headerColspan = 0, | headerColspan = 0, | ||
}), | }), | ||
tableutil.LineValueCell.new(res. | tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', { | ||
cellClass = 'st-mobile-graph st-mobile-textshadow | cellClass = 'st-desktop', | ||
footerClass = 'st-mobile-axis | footerClass = 'st-desktop', | ||
format = formatFunction, | |||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | |||
tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', { | |||
startIndex = 'legsDmgslot', | |||
endIndex = 'lvl1Dmgslot', | |||
cellClass = 'st-mobile-graph st-mobile-textshadow', | |||
footerClass = 'st-mobile-axis', | |||
format = formatFunction, | format = formatFunction, | ||
headerStyle = { | headerStyle = { | ||
['min-width'] = ' | ['min-width'] = '80px', | ||
['max-width'] = '8em', | ['max-width'] = '8em', | ||
}, | }, | ||
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end | end | ||
}), | }), | ||
tableutil.LineCell.new(res.graph, ' | tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', { | ||
cellClass = 'st-desktop', | |||
footerClass = 'st-desktop', | |||
format = formatFunction, | |||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | |||
tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', { | |||
cellClass = 'st-desktop', | |||
footerClass = 'st-desktop', | |||
format = formatFunction, | |||
headerClass = 'st-desktop', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | |||
tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', { | |||
cellClass = 'st-mobile-last', | |||
footerClass = 'st-mobile-last', | |||
format = formatFunction, | |||
headerClass = 'st-mobile-last', | |||
headerStyle = { | |||
['min-width'] = '40px', | |||
['max-width'] = '4em', | |||
}, | |||
}), | |||
tableutil.LineCell.new(res.graph, 'bodyDmgslot', { | |||
startIndex = 'legsDmgslot', | |||
endIndex = 'lvl1Dmgslot', | |||
cellClass = 'st-desktop st-desktop-graph', | cellClass = 'st-desktop st-desktop-graph', | ||
footerClass = 'st-desktop', | footerClass = 'st-desktop', | ||
headerClass = 'st-desktop', | headerClass = 'st-desktop', | ||
headerStyle = { | headerStyle = { | ||
['min-width'] = ' | ['min-width'] = '200px', | ||
}, | }, | ||
}), | }), | ||
} | } | ||
local node = tableutil.createTable(dataset, metadata | local node = tableutil.createTable(dataset, metadata) | ||
return tostring(node) | return tostring(node) | ||
end | end | ||
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args = getArgs(frame) | args = getArgs(frame) | ||
return p._main(args) | return p._main(args, false) | ||
end | end | ||
return p | return p | ||
2021年8月23日 (月) 18:09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/DamagePerSlot/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',
dmgslot = 'Damage per Slot',
graph = 'Graph',
headshot = 'Head',
headlvl1 = 'Head w/Lvl1',
headlvl2 = 'Head w/Lvl2',
headlvl3 = 'Head w/Lvl3',
hopup = 'Hop-Up',
legsshot = 'Legs',
infinity = '∞',
maxcharge = 'Max charge',
mincharge = 'Min charge',
weaponname = 'Weapon name',
},
ja = {
bodyshot = '胴',
dmgslot = 'スロット当たりのダメージ',
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',
infinity = '∞',
maxcharge = '最大溜め',
mincharge = '最小溜め',
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
local mul = data.pellets * data.slotammo
data.bodyDmgslot = fn(data.damage, 1) * mul
data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul
data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul
data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul
data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul
data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul
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 ammoStats = mw.loadData('Module:Stat/Ammo')
local dataset = {}
for name, stat in pairs(stats) do
local special = aw.stringstarts(stat.ammo, 'special_')
local ammoPerSlot
if special or stat.ammo == 'minigun' then
if type(stat.magazine) == 'table' then
ammoPerSlot = stat.magazine[4] + stat.magazine_reserve
else
ammoPerSlot = stat.magazine + stat.magazine_reserve
end
else
ammoPerSlot = ammoStats[stat.ammo].slot
end
local ammoPerShot = stat.ammo_per_shot or 1
local baseDamage = stat.damage.base
local baseData = {
ammo = stat.ammo,
damage = baseDamage,
head = stat.damage.headshot,
legs = stat.damage.legshot,
name = name,
pellets = stat.pellet or 1,
shortname = stat.localization['Japanese_Short'],
slotammo = math.floor(ammoPerSlot / ammoPerShot),
}
-- チャージビーム (チャージライフル)
if stat.damage.beam then
addData(dataset, baseData, function(val, mul)
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks
end)
-- 散弾 (ショットガン・トリプルテイク)
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
addData(dataset, baseData)
-- ハンマーポイント弾 (モザンビーク)
if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local pelletUnshieldedData = aw.shallowCopy(baseData)
pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
pelletUnshieldedData.hopup = { 'hammerpoint_rounds' }
addData(dataset, pelletUnshieldedData)
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.option = res.mincharge
addData(dataset, minChargeData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.damage = 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.damage = 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.damage = stat.selectfire_receiver.damage.base
selectfireReceiverData.hopup = { 'selectfire_receiver' }
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.damage = 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 anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2
local anvilReceiverData = aw.shallowCopy(baseData)
anvilReceiverData.damage = stat.anvil_receiver.damage.base
anvilReceiverData.hopup = { 'anvil_receiver' }
anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)
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
local shatterCapsMinChargeData = aw.shallowCopy(baseData)
shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base
shatterCapsMinChargeData.option = res.mincharge
shatterCapsMinChargeData.hopup = { 'shatter_caps' }
shatterCapsMinChargeData.pellets = stat.shatter_caps.pellet
addData(dataset, shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
shatterCapsMaxChargeData.option = res.maxcharge
addData(dataset, shatterCapsMaxChargeData)
else
local shatterCapsData = aw.shallowCopy(baseData)
shatterCapsData.damage = stat.shatter_caps.damage.base
shatterCapsData.hopup = { 'shatter_caps' }
shatterCapsData.pellets = stat.shatter_caps.pellet
addData(dataset, shatterCapsData)
end
end
end
end
local formatFunction = function(dmgslot)
if dmgslot == math.huge then
return res.infinity
else
return aw.comma(dmgslot)
end
end
local metadata = {
tableutil.RankCell.new('', 'bodyDmgslot', 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-left',
headerColspan = 0,
}),
tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', {
startIndex = 'legsDmgslot',
endIndex = 'lvl1Dmgslot',
cellClass = 'st-mobile-graph st-mobile-textshadow',
footerClass = 'st-mobile-axis',
format = formatFunction,
headerStyle = {
['min-width'] = '80px',
['max-width'] = '8em',
},
preferredGridCount = 3,
ticksFormat = function(val)
return string.format('%sk', 0.001 * val)
end
}),
tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', {
cellClass = 'st-mobile-last',
footerClass = 'st-mobile-last',
format = formatFunction,
headerClass = 'st-mobile-last',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'bodyDmgslot', {
startIndex = 'legsDmgslot',
endIndex = 'lvl1Dmgslot',
cellClass = 'st-desktop st-desktop-graph',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '200px',
},
}),
}
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