🌟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:DamageTable」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
(ガンシールドに対するダメージ値が誤っていた問題を修正)
(レッグショットが1倍の場合,胴ダメージに統合する機能の追加)
136行目: 136行目:
local bodyDamage = roundFunc(mul * baseDamage)
local bodyDamage = roundFunc(mul * baseDamage)
if mul == 1.05 then
if legMul == 1 then
renderRow(table, "胴・脚", bodyDamage, 1)
if mul == 0.85 then
elseif mul == 0.85 then
renderRow(table, "胴・脚", bodyDamage, 2)
renderRow(table, "", bodyDamage, 2)
renderRowForGunShiled(table, bodyDamage, baseDamage)
renderRowForGunShiled(table, bodyDamage, baseDamage)
else
renderRow(table, "脚 (x" .. legMul .. ")", roundFunc(mul * round(legMul * baseDamage)), 1)
renderRow(table, "胴・脚", bodyDamage, 1)
end
else
else
local legDamage = roundFunc(mul * round(legMul * baseDamage))
if mul == 1.05 then
renderRow(table, "胴・脚", bodyDamage, 1)
elseif mul == 0.85 then
renderRow(table, "胴", bodyDamage, 2)
renderRowForGunShiled(table, bodyDamage, baseDamage)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, 1)
else
renderRow(table, "胴", bodyDamage, 1)
renderRow(table, "胴", bodyDamage, 1)
renderRow(table, "脚 (x" .. legMul .. ")", roundFunc(mul * round(legMul * baseDamage)), 1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, 1)
end
end
end
return table
return table
end
end

2021年1月23日 (土) 09:08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 roundover(num)
	return math.ceil(num - 0.5)
end

local function renderHeader(table, mul)
	local row = table:tag('tr')
	local cell = row:tag('th')
		:attr('colspan', 2)
		: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 renderRow(table, name, damage, rowspan)
	rowspan = rowspan or 0
	rowspanForDamage = rowspanForDamage or 0
	
	local row = table:tag('tr')
	if rowspan > 1 then
		row:tag('th')
			:attr('colspan', 2)
			:css('border-bottom', "0 none transparent")
			:wikitext(name)
	elseif rowspan == 1 then
		row:tag('th')
			:attr('colspan', 2)
			:wikitext(name)
	else
		row:tag('th')
			:css('border-top', "0 none transparent")
			:css('border-bottom', "0 none transparent")
			:wikitext('&nbsp;&nbsp;&nbsp;')
		row:tag('th')
			:wikitext(name)
	end
	row:tag('td'):attr('align', 'right'):wikitext(damage)
	row:tag('td'):attr('align', 'right'):wikitext(math.ceil(100 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(math.ceil(150 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(math.ceil(175 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(math.ceil(200 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(math.ceil(225 / damage))
end

local function renderRowForGunShiled(table, damage, baseDamage)
	local row = table:tag('tr')
	row:tag('th')
		:css('border-top', "0 none transparent")
		:css('border-bottom', "0 none transparent")
		:wikitext('&nbsp;&nbsp;&nbsp;')
	row:tag('th')
		:wikitext('+ガンシールド')
	
	local countForGunShiled = math.ceil(50 / baseDamage)
	row:tag('td'):attr('align', 'right'):wikitext(baseDamage)
	row:tag('td'):attr('align', 'right'):wikitext(countForGunShiled + math.ceil(100 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(countForGunShiled + math.ceil(150 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(countForGunShiled + math.ceil(175 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(countForGunShiled + math.ceil(200 / damage))
	row:tag('td'):attr('align', 'right'):wikitext(countForGunShiled + math.ceil(225 / damage))
end

local function renderTable(args)
	local mul = args.mul or 1
	local roundFunc
	if mul == 0.85 then
		roundFunc = round
	else
		roundFunc = roundover
	end
	
	local baseDamage
	if args.amped then
		baseDamage = round(1.2 * (args.damage or 20))
	else
		baseDamage = args.damage or 20
	end
	
	local headMul = args.head or 2
	local headDamage = round(headMul * baseDamage)
	local legMul = args.leg or 0.8
	
	local table = mw.html.create('table')
		:addClass('wikitable')
	renderHeader(table, mul)
	renderRow(
		table,
		"頭 (x" .. headMul .. ")",
		roundFunc(mul * headDamage),
		4)
	
	local hlmLv1Mul = 0.2 + 0.8 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
		roundFunc(mul * round(hlmLv1Mul * baseDamage)))
	
	local hlmLv2Mul = 0.4 + 0.6 * headMul
	renderRow(
		table,
		'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
		roundFunc(mul * round(hlmLv2Mul * baseDamage)))
	
	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 (x' .. hlmLv3Mul .. ')</span>',
		roundFunc(mul * round(hlmLv3Mul * baseDamage)))
	
	local bodyDamage = roundFunc(mul * baseDamage)
	if legMul == 1 then
		if mul == 0.85 then
			renderRow(table, "胴・脚", bodyDamage, 2)
			renderRowForGunShiled(table, bodyDamage, baseDamage)
		else
			renderRow(table, "胴・脚", bodyDamage, 1)
		end
	else
		local legDamage = roundFunc(mul * round(legMul * baseDamage))
		if mul == 1.05 then
			renderRow(table, "胴・脚", bodyDamage, 1)
		elseif mul == 0.85 then
			renderRow(table, "胴", bodyDamage, 2)
			renderRowForGunShiled(table, bodyDamage, baseDamage)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, 1)
		else
		renderRow(table, "胴", bodyDamage, 1)
		renderRow(table, "脚 (x" .. legMul .. ")", legDamage, 1)
		end
	end
	
	return table
end

function p._main(args)
	return tostring(renderTable(args))
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.head = tonumber(args.head)
	args.leg = tonumber(args.leg)
	args.mul = tonumber(args.mul)
	args.amped = args.amped == 'true'
	
	return p._main(args)
end

return p