| 🌟 | 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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(シャッターキャップのデータ生成の不具合を修正) |
(チャージ時のヘッド・レッグショット倍率が反映されていなかった問題の修正) |
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| 112行目: | 112行目: | ||
local maxChargeData = aw.shallowCopy(baseData) | local maxChargeData = aw.shallowCopy(baseData) | ||
maxChargeData.damage = stat.damage.charged | maxChargeData.damage = stat.damage.charged | ||
maxChargeData.head = stat.damage.headshot_charged or stat.damage.headshot | |||
maxChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot | |||
maxChargeData.option = res.maxcharge | maxChargeData.option = res.maxcharge | ||
addData(dataset, maxChargeData) | addData(dataset, maxChargeData) | ||
2021年8月27日 (金) 16:42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',
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',
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 = 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),
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,
ammoicon = 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)
-- Other
else
-- Chargefire
if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
baseData.option = res.mincharge
addData(dataset, baseData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.damage = stat.damage.charged
maxChargeData.head = stat.damage.headshot_charged or stat.damage.headshot
maxChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot
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
-- Amped mode
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
local ampedData = aw.shallowCopy(baseData)
ampedData.ammoicon = 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
-- Selectfire Receiver (HAVOC Rifle)
if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' 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
-- 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 * baseDamage)
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
addData(dataset, hammerpointRoundsData)
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, 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.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
-- 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
shatterCapsData.hopup = { 'shatter_caps' }
shatterCapsData.pellets = stat.shatter_caps.pellet
if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
shatterCapsData.option = res.mincharge
addData(dataset, shatterCapsData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsData)
shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
shatterCapsMaxChargeData.option = res.maxcharge
addData(dataset, shatterCapsMaxChargeData)
else
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('', '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 = 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',
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