🌟現在、鉄壁 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/DamagePerSecond」の版間の差分

提供:Apex Data
ナビゲーションに移動 検索に移動
(モバイル向けのticksフォーマット設定を削除)
(チャージライフルのビーム値に正しくパッシブ倍率がかかっていない問題の修正)
50行目: 50行目:
local legs = data.legs
local legs = data.legs
local mul  = firerate * data.pellets
local mul  = firerate * data.pellets
data.bodyDPS = fn(data.damage, 1)                              * mul
data.bodyDPS = fn(data.damage, 1, 1)                              * mul
data.headDPS = fn(apex.calcPartDamage(data.damage, head), head) * mul
data.headDPS = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul
data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul
data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul
data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul
data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul
data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul
data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul
data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs) * mul
data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul
data.flL1DPS = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1) * mul
data.flL1DPS = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * mul
data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs) * mul
data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul
table.insert(dataset, data)
table.insert(dataset, data)
end
end
174行目: 174行目:
elseif aw.isNumberAndGreaterThanZero(stat.sustained_discharge_duration) then
elseif aw.isNumberAndGreaterThanZero(stat.sustained_discharge_duration) then
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.sustained_discharge_duration)
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.sustained_discharge_duration)
addData(dataset, baseData, special, function(val, mul)
addData(dataset, baseData, special, function(val, part, passive)
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks
return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks
end)
end)

2021年8月29日 (日) 01:02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/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 tableutil = require('Module:Utility/TableUtil/Apex')
local Hopup     = mw.loadData('Module:Stat/Hopup')
local getArgs  -- lazily initialized

local configuration = {
	en = {
		auto       = 'Auto',
		bodyshot   = 'Body',
		burst      = 'Burst',
		duration   = 'Duration [sec]',
		graph      = 'Graph',
		headshot   = 'Head',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		legsshot   = 'Legs',
		maxcharge  = 'Max charge',
		mincharge  = 'Min charge',
		nocharge   = 'No charge',
		single     = 'Single',
		weaponname = 'Weapon name',
	},
	ja = {
		auto       = 'オート',
		bodyshot   = '胴',
		burst      = 'バースト',
		duration   = '射撃継続時間 [秒]',
		graph      = 'グラフ',
		headshot   = '頭',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		legsshot   = '脚',
		maxcharge  = '最大溜め',
		mincharge  = '最小溜め',
		nocharge   = '溜めなし',
		single     = '単発',
		weaponname = '武器名',
	},
}

local function _addData(dataset, data, firerate, fn)
	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.flL1DPS = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * mul
	data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul
	table.insert(dataset, data)
end

local function addData(dataset, data, special, fn)
	fn = fn or function(val) return val 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], fn)
		else
			for level, firerate in ipairs(data.firerates) do
				local data2 = aw.shallowCopy(data)
				data2.level = level - 1
				_addData(dataset, data2, firerate, fn)
			end
		end
	
	-- ファイアレートが固定
	elseif fireratesType == 'number' then
		_addData(dataset, data, data.firerates, fn)
	end
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.headshot,
			legs      = stat.damage.legshot,
			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]),
			}
			addData(dataset, baseData, special)
		
		elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then
			local isCharge = aw.isNumberAndGreaterThanZero(stat.charge)
			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)
				if isCharge then
					baseData.option = res.nocharge
				end
			end
			addData(dataset, baseData, special)
			
			-- Chargefire
			if isCharge then
				local maxData     = aw.shallowCopy(baseData)
				maxData.damage    = stat.damage.charged
				maxData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber + stat.charge)
				maxData.head      = stat.damage.headshot_charged or stat.damage.headshot
				maxData.legs      = stat.damage.legshot_charged or stat.damage.legshot
				maxData.option    = res.maxcharge
				addData(dataset, maxData, special)
			end
		
		-- Chargefire
		elseif 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)
			
			local maxData     = aw.shallowCopy(baseData)
			maxData.damage    = stat.damage.charged
			maxData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge)
			maxData.head      = stat.damage.headshot_charged or stat.damage.headshot
			maxData.legs      = stat.damage.legshot_charged or stat.damage.legshot
			maxData.option    = res.maxcharge
			addData(dataset, maxData, special)
		
		-- 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
		
		-- Amped mode
		if aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then
			local ampedData    = aw.shallowCopy(baseData)
			ampedData.ammoicon = stat.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
		
		-- 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    = iu.grenade('テルミットグレネード') .. ' <span class="text-desktoponly">連射速度上昇モード</span>'
			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.firerates = firerate
			selectfireReceiverData.hopup     = { 'selectfire_receiver' }
			if stat.selectfire_receiver.damage then
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base     or stat.damage.base
				selectfireReceiverData.head   = stat.selectfire_receiver.damage.headshot or stat.damage.headshot
				selectfireReceiverData.legs   = stat.selectfire_receiver.damage.legshot  or stat.damage.legshot
			end
			addData(dataset, selectfireReceiverData, special)
		end
		
		-- Hammerpoint Rounds
		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 * stat.damage.base)
			hammerpointRoundsData.hopup  = { 'hammerpoint_rounds' }
			addData(dataset, hammerpointRoundsData, special)
		end
		
		-- Disruptor Rounds
		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, special, function(val)
				return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
			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.headshot then
				anvilReceiverData.head  = stat.anvil_receiver.damage.headshot
			end
			anvilReceiverData.hopup     = { 'anvil_receiver' }
			if stat.anvil_receiver.damage.legshot then
				anvilReceiverData.legs  = stat.anvil_receiver.damage.legshot
			end
			addData(dataset, anvilReceiverData, special)
		end
			
		-- 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
			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)
			shatterCapsData.damage   = stat.shatter_caps.damage.base
			if stat.shatter_caps.damage.headshot then
				shatterCapsData.head = stat.shatter_caps.damage.headshot
			end
			shatterCapsData.hopup    = { 'shatter_caps' }
			if stat.shatter_caps.damage.legshot then
				shatterCapsData.legs = stat.shatter_caps.damage.legshot
			end
			shatterCapsData.pellets  = stat.shatter_caps.pellet
			
			-- Chargefire
			if aw.isNumberAndGreaterThanZero(stat.charge) and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
				shatterCapsData.option = res.mincharge
				addData(dataset, shatterCapsData)
				
				local chargedShatterCapsData    = aw.shallowCopy(shatterCapsData)
				chargedShatterCapsData.damage   = stat.shatter_caps.damage.charged
				if aw.isNumberAndGreaterThanZero(stat.rechamber) then
					chargedShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber + stat.charge)
				else
					chargedShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge)
				end
				if stat.shatter_caps.damage.headshot_charged then
					chargedShatterCapsData.head = stat.shatter_caps.damage.headshot_charged
				end
				if stat.shatter_caps.damage.legshot_charged then
					chargedShatterCapsData.legs = stat.shatter_caps.damage.legshot_charged
				end
				chargedShatterCapsData.option   = res.maxcharge
				addData(dataset, chargedShatterCapsData)
			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.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 chargedDeadeyesTempoShatterCapsData    = aw.shallowCopy(deadeyesTempoShatterCapsData)
					chargedDeadeyesTempoShatterCapsData.damage   = stat.shatter_caps.damage.charged
					chargedDeadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge)
					if stat.shatter_caps.damage.headshot_charged then
						chargedDeadeyesTempoShatterCapsData.head = stat.shatter_caps.damage.headshot_charged
					end
					if stat.shatter_caps.damage.legshot_charged then
						chargedDeadeyesTempoShatterCapsData.legs = stat.shatter_caps.damage.legshot_charged
					end
					chargedDeadeyesTempoShatterCapsData.option   = res.maxcharge
					addData(dataset, chargedDeadeyesTempoShatterCapsData)
				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.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge) and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
				deadeyesTempoData.option = res.mincharge
				addData(dataset, deadeyesTempoData)
				
				local chargedDeadeyesTempoData     = aw.shallowCopy(deadeyesTempoData)
				chargedDeadeyesTempoData.damage    = stat.damage.charged
				chargedDeadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge)
				chargedDeadeyesTempoData.option    = res.maxcharge
				addData(dataset, chargedDeadeyesTempoData)
			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 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-both st-mobile-none-both st-mobile-padding0-both',
			headerColspan  = 0,
		}),
		tableutil.HopupCell.new(res.hopup, 'hopup', {
			attributes     = { align = 'left' },
			cellClass      = 'st-dashed-left st-mobile-none-left 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'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineValueCell.new(res.bodyshot, 'bodyDPS', {
			startIndex    = 'legsDPS',
			endIndex      = 'lvl1DPS',
			subStartIndex = 'flLgDPS',
			subEndIndex   = 'flL1DPS',
			cellClass     = 'st-mobile-graph st-mobile-textshadow',
			footerClass   = 'st-mobile-axis',
			format        = formatFunction,
			headerStyle   = {
				['min-width'] = '80px',
				['max-width'] = '8em',
			},
			preferredGridCount = 3,
		}),
		tableutil.ValueCell.new(res.headlvl3, 'lvl3DPS', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl2, 'lvl2DPS', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['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'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'bodyDPS', {
			startIndex    = 'legsDPS',
			endIndex      = 'lvl1DPS',
			subStartIndex = 'flLgDPS',
			subEndIndex   = 'flL1DPS',
			cellClass     = 'st-desktop st-desktop-graph',
			footerClass   = 'st-desktop',
			headerClass   = 'st-desktop',
			headerStyle   = {
				['min-width'] = '200px',
			},
			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