🌟 | 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:DamageTable」の版間の差分
ナビゲーションに移動
検索に移動
(スペルミスの修正) |
(ヘルメットのプリセットをロードするように変更) |
||
457行目: | 457行目: | ||
if skullpiercer > 1 then | if skullpiercer > 1 then | ||
local skullpiercerLv1Mul = | local skullpiercerLv1Mul = shieldinfo.helmets.level1.func(skullpiercer) | ||
renderRow( | renderRow( | ||
table, | table, | ||
skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'), | skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'), | ||
string.format(shieldinfo.helmets.level1.text, skullpiercer), | |||
skullpiercerLv1Mul, weaponinfo, info.level3) | skullpiercerLv1Mul, weaponinfo, info.level3) | ||
end | end | ||
local hlmLv1Mul = | local hlmLv1Mul = shieldinfo.helmets.level1.func(headMul) | ||
renderRow( | renderRow( | ||
table, | table, | ||
formatter:common('Lv.1 (x' .. hlmLv1Mul .. ')'), | formatter:common('Lv.1 (x' .. hlmLv1Mul .. ')'), | ||
string.format(shieldinfo.helmets.level1.text, headMul), | |||
hlmLv1Mul, weaponinfo, info.level2) | hlmLv1Mul, weaponinfo, info.level2) | ||
if skullpiercer > 1 then | if skullpiercer > 1 then | ||
local skullpiercerLv2Mul = | local skullpiercerLv2Mul = shieldinfo.helmets.level2.func(skullpiercer) | ||
renderRow( | renderRow( | ||
table, | table, | ||
481行目: | 481行目: | ||
end | end | ||
local hlmLv2Mul = | local hlmLv2Mul = shieldinfo.helmets.level2.func(headMul) | ||
renderRow( | renderRow( | ||
table, | table, | ||
formatter:rare('Lv.2 (x' .. hlmLv2Mul .. ')'), | formatter:rare('Lv.2 (x' .. hlmLv2Mul .. ')'), | ||
string.format(shieldinfo.helmets.level2.text, headMul), | |||
hlmLv2Mul, weaponinfo, info.level2) | hlmLv2Mul, weaponinfo, info.level2) | ||
if skullpiercer > 1 then | if skullpiercer > 1 then | ||
local skullpiercerLv3Mul = | local skullpiercerLv3Mul = shieldinfo.helmets.level3.func(skullpiercer) | ||
renderRow( | renderRow( | ||
table, | table, | ||
497行目: | 497行目: | ||
end | end | ||
local hlmLv3Mul = | local hlmLv3Mul = shieldinfo.helmets.level3.func(headMul) | ||
renderRow( | renderRow( | ||
table, | table, | ||
formatter:epic('Lv.3') .. '/' .. formatter:legendary('4') .. ' ' .. formatter:epic('(x' .. hlmLv3Mul .. ')'), | formatter:epic('Lv.3') .. '/' .. formatter:legendary('4') .. ' ' .. formatter:epic('(x' .. hlmLv3Mul .. ')'), | ||
string.format(shieldinfo.helmets.level3.text, headMul), | |||
hlmLv3Mul, weaponinfo, info.level2) | hlmLv3Mul, weaponinfo, info.level2) | ||
2021年2月11日 (木) 11:44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 aw = require('Module:Utility/Library') local iu = require('Module:Utility/Image') local formatter -- lazily initialized local getArgs -- lazily initialized local function convertHslToRgb(hue, saturation, lightness) hue = math.max(0, math.min(1, hue)) saturation = math.max(0, math.min(1, saturation)) lightness = math.max(0, math.min(1, lightness)) if saturation == 0 then return lightness, lightness, lightness else local function to(p, q, t) if t < 0 then t = t + 1 end if t > 1 then t = t - 1 end if t < 1/6 then return p + (q - p) * 6 * t elseif t < 3/6 then return q elseif t < 4/6 then return p + (q - p) * (2/3 - t) * 6 else return p end end local q if lightness < 0.5 then q = lightness * (1 + saturation) else q = lightness + saturation - lightness * saturation end local p = 2 * lightness - q return to(p, q, hue + 1/3), to(p, q, hue), to(p, q, hue - 1/3) end end local function getColorAsString(hue) local r, g, b = convertHslToRgb(hue, 0.91, 0.89) return '#' .. string.format('%02X', 255 * r) .. string.format('%02X', 255 * g) .. string.format('%02X', 255 * b) end local function getDamage(part, info) local damage = info.damage -- 増幅バリケード if info.amped then damage = aw.round(1.2 * damage) end -- ハンマーポイント弾 if info.hammerpoint > 1 then damage = math.floor(info.hammerpoint * damage) end -- 部位倍率 if part ~= 1 then damage = aw.round(part * damage) end -- 小柄・鉄壁 if info.mul == 1.05 then if info.amped then damage = aw.roundover(info.mul * damage) else damage = aw.selectiveRound(info.mul * damage, info.useRound) end elseif info.mul ~= 1 then damage = aw.round(info.mul * damage) end return damage end local function getDamageForPartAndPassive(damage, part, info) -- 部位倍率 if part ~= 1 then damage = aw.round(part * damage) end -- 小柄・鉄壁 if info.mul == 1.05 then if info.amped then damage = aw.roundover(info.mul * damage) else damage = aw.selectiveRound(info.mul * damage, info.useRound) end elseif info.mul ~= 1 then damage = aw.round(info.mul * damage) end return damage end local function _getShotCount(damage, health, info) local count = 0 local damages = {} local damageStack = 0 local pelletCount = info.pellet while health > 0 do pelletCount = pelletCount - 1 health = health - damage damageStack = damageStack + damage if pelletCount == 0 then count = count + 1 pelletCount = info.pellet table.insert(damages, damageStack) damageStack = 0 end end if damageStack > 0 then count = count + 1 table.insert(damages, damageStack) end return count, damages end local function _getShotCountForGunShieldOnly(info, gunshield) local gunshieldinfo = aw.shallowCopy(info) gunshieldinfo.mul = 1 gunshieldinfo.hammerpoint = 1 local gunshielddamage = getDamage(1, gunshieldinfo) + info.ticks * getDamageForPartAndPassive(info.beamdamage, 1, gunshieldinfo) return _getShotCount(gunshielddamage, gunshield, gunshieldinfo) end local function _getShotCountForGunShield(damage, health, info, gunshield) local gunshieldcount, damages = _getShotCountForGunShieldOnly(info, gunshield) local count, damages2 = _getShotCount(damage, health, info) for _, value in ipairs(damages2) do table.insert(damages, value) end return gunshieldcount + count, damages end local function _getShotCountForDefault(part, health, info, gunshield) local damage = getDamage(part, info) if info.ticks > 0 then local alldamage = info.ticks * getDamageForPartAndPassive(info.beamdamage, part, info) + damage if gunshield > 0 then return _getShotCountForGunShield(alldamage, health, info, gunshield) else return _getShotCount(alldamage, health, info) end elseif gunshield > 0 then return _getShotCountForGunShield(damage, health, info, gunshield) else return _getShotCount(damage, health, info) end end local function _getShotCountForHammerpointRounds(ampedDamage, part, health, shield, info, gunshield) local count = 0 local damages = {} local damageStack = 0 local pelletCount = info.pellet if gunshield > 0 then count, damages = _getShotCountForGunShieldOnly(info, gunshield) end local shieldDamage = getDamageForPartAndPassive(ampedDamage, part, info) while shield >= shieldDamage do pelletCount = pelletCount - 1 shield = shield - shieldDamage damageStack = damageStack + shieldDamage if pelletCount == 0 then count = count + 1 pelletCount = info.pellet table.insert(damages, damageStack) damageStack = 0 end end if shield > 0 then local mergedDamage if shield < ampedDamage then mergedDamage = getDamageForPartAndPassive(shield + math.floor(info.hammerpoint * (ampedDamage - shield)), part, info) else mergedDamage = shieldDamage end pelletCount = pelletCount - 1 health = health - (mergedDamage - shield) damageStack = damageStack + mergedDamage end if pelletCount == 0 then count = count + 1 pelletCount = info.pellet table.insert(damages, damageStack) damageStack = 0 end local healthDamage = getDamageForPartAndPassive(math.floor(info.hammerpoint * ampedDamage), part, info) while health > 0 do pelletCount = pelletCount - 1 health = health - healthDamage damageStack = damageStack + healthDamage if pelletCount == 0 then count = count + 1 pelletCount = info.pellet table.insert(damages, damageStack) damageStack = 0 end end if pelletCount > 0 and pelletCount < info.pellet then count = count + 1 pelletCount = info.pellet table.insert(damages, damageStack) end return count, damages end local function getShotCount(part, health, shield, info, gunshield) gunshield = gunshield or 0 if info.hammerpoint > 1 then local damage if info.amped then damage = aw.round(1.2 * info.damage) else damage = info.damage end return _getShotCountForHammerpointRounds(damage, part, health, shield, info, gunshield) else return _getShotCountForDefault(part, health + shield, info, gunshield) end end local function renderHeader(table, mul, colspan, shields) local row = table:tag('tr') local cell = row:tag('th') :attr('colspan', colspan) :attr('rowspan', 2) if mul == 1 then cell:wikitext('部位') else cell:wikitext('部位 (x' .. mul .. ')') end row:tag('th') :attr('rowspan', 2) :wikitext('ダメージ') row:tag('th') :attr('colspan', #shields) :wikitext('確殺数') row = table:tag('tr') for _, shield in ipairs(shields) do local cell = row:tag('th') if shield.tooltip ~= nil then cell:attr('data-tooltip', shield.tooltip) end cell:wikitext(shield.label) end end local function renderCell(row, part, health, shield, info, gunshield) local shotCount, damages = getShotCount(part, health, shield, info, gunshield) local ratio = (shotCount - info.minCount) / (info.maxCount - info.minCount) row:tag('td') :attr('data-tooltip', aw.stringifyRepeatingArray(damages, '→')) :css('background-color', getColorAsString(0.85 * ratio)) :wikitext(shotCount) end local function renderHeaderCell(row, name, tooltip, rowinfo) for i = 1, #rowinfo do local cellinfo = rowinfo[i] local colspan = cellinfo.colspan or 1 local cell = row:tag('th') if colspan > 1 then cell:attr('colspan', colspan) end if cellinfo.breaktop then cell:css('border-top', '0 none') end if cellinfo.breakbottom then cell:css('border-bottom', '0 none') end if i == #rowinfo then if tooltip ~= nil then cell:attr('data-tooltip', tooltip) end cell:wikitext(name) else cell:wikitext(' ') end end end local function renderRow(table, name, tooltip, part, weaponinfo, rowinfo, gunshield) local row = table:tag('tr') renderHeaderCell(row, name, tooltip, rowinfo) local damage if gunshield then if weaponinfo.amped then damage = aw.round(1.2 * weaponinfo.damage) else damage = weaponinfo.damage end else damage = getDamage(part, weaponinfo) end if weaponinfo.pellet > 1 then row:tag('td'):wikitext((damage * weaponinfo.pellet) .. ' <span style="white-space:nowrap"><small>(' .. damage .. ' × ' .. weaponinfo.pellet .. ')</small></span>') elseif weaponinfo.ticks > 1 then local beamdamage = getDamageForPartAndPassive(weaponinfo.beamdamage, part, weaponinfo) local alldamage = beamdamage * weaponinfo.ticks + damage row:tag('td'):wikitext(alldamage .. ' <span style="white-space:nowrap"><small>(' .. beamdamage .. '×' .. weaponinfo.ticks .. ' + ' .. damage .. ')</small></span>') else row:tag('td'):wikitext(damage) end for _, shield in ipairs(weaponinfo.shields) do renderCell(row, part, shield.health, shield.shield, weaponinfo, gunshield) end end local function renderTable(args) local shieldinfo = require('Module:Stat/Shield')[args.shieldpreset] local skullpiercer = args.skullpiercer or 1 local headMul = args.head or 2 local minCount, _ = getShotCount( math.max(headMul, skullpiercer), 100, 0, { damage = math.max(args.damage, args.damagemax), beamdamage = math.max(args.beamdamage, args.beamdamagemax), ticks = args.ticks, mul = math.max(args.mul, args.mulmax), pellet = args.pellet, amped = true, hammerpoint = math.max(args.hammerpoint, args.hammerpointsup), }) local damagemin = math.min(args.damage, args.damagemin) local mininfo = { damage = damagemin, beamdamage = math.min(args.beamdamage, args.beamdamagemin), ticks = args.ticks, mul = math.min(args.mul, args.mulmin), pellet = args.pellet, amped = false, hammerpoint = 1, } local maxshield = shieldinfo.shields[#shieldinfo.shields] local legCount, _ = getShotCount(math.min(args.leg, args.legmin), maxshield.health, maxshield.shield, mininfo) local bodyWithGunSheild, _ = getShotCount(1, maxshield.health, maxshield.shield, mininfo, shieldinfo.gunshield) local maxCount = math.max(legCount, bodyWithGunSheild) local weaponinfo = { damage = args.damage, beamdamage = args.beamdamage, ticks = args.ticks, mul = args.mul, pellet = args.pellet, amped = args.amped, hammerpoint = args.hammerpoint, useRound = args.round, minCount = minCount, maxCount = maxCount, shields = shieldinfo.shields, } local colspan, info if skullpiercer > 1 then colspan = 3 info = { level1 = { { breaktop = false, breakbottom = false, colspan = 3 }, }, level1top = { { breaktop = true, breakbottom = true, colspan = 3 }, }, level1gunshiled = { { breaktop = false, breakbottom = true, colspan = 3 }, }, level2 = { { breaktop = true, breakbottom = true }, { breaktop = true, breakbottom = false, colspan = 2 }, }, level2gunshiled = { { breaktop = true, breakbottom = false }, { breaktop = false, breakbottom = false, colspan = 2 }, }, level3 = { { breaktop = true, breakbottom = true }, { breaktop = false, breakbottom = true }, { breaktop = false, breakbottom = false }, }, level3top = { { breaktop = false, breakbottom = true, colspan = 2 }, { breaktop = false, breakbottom = false }, }, } else colspan = 2 info = { level1 = { { breaktop = false, breakbottom = true, colspan = 2 }, }, level1gunshiled = { { breaktop = false, breakbottom = true, colspan = 2 }, }, level2 = { { breaktop = true, breakbottom = true }, { breaktop = false, breakbottom = false }, }, level2gunshiled = { { breaktop = true, breakbottom = false }, { breaktop = false, breakbottom = false }, }, } info.level1top = info.level1 end local skullpiercerPrefix = iu.hopup('スカルピアサーライフリング', { rarity = args.skullpiercerrarity }) local table = mw.html.create('table') :addClass('wikitable') :addClass('numbertable') if args.caption ~= nil then table:tag('caption') :wikitext(args.caption) end renderHeader(table, args.mul, colspan, shieldinfo.shields) if skullpiercer > 1 then renderRow( table, skullpiercerPrefix .. '(x' .. skullpiercer .. ')', nil, skullpiercer, weaponinfo, info.level3top) end renderRow( table, "頭 (x" .. headMul .. ")", nil, headMul, weaponinfo, info.level1top) if skullpiercer > 1 then local skullpiercerLv1Mul = shieldinfo.helmets.level1.func(skullpiercer) renderRow( table, skullpiercerPrefix .. formatter:common('(x' .. skullpiercerLv1Mul .. ')'), string.format(shieldinfo.helmets.level1.text, skullpiercer), skullpiercerLv1Mul, weaponinfo, info.level3) end local hlmLv1Mul = shieldinfo.helmets.level1.func(headMul) renderRow( table, formatter:common('Lv.1 (x' .. hlmLv1Mul .. ')'), string.format(shieldinfo.helmets.level1.text, headMul), hlmLv1Mul, weaponinfo, info.level2) if skullpiercer > 1 then local skullpiercerLv2Mul = shieldinfo.helmets.level2.func(skullpiercer) renderRow( table, skullpiercerPrefix .. formatter:rare('(x' .. skullpiercerLv2Mul .. ')'), '0.4 + 0.6×' .. skullpiercer, skullpiercerLv2Mul, weaponinfo, info.level3) end local hlmLv2Mul = shieldinfo.helmets.level2.func(headMul) renderRow( table, formatter:rare('Lv.2 (x' .. hlmLv2Mul .. ')'), string.format(shieldinfo.helmets.level2.text, headMul), hlmLv2Mul, weaponinfo, info.level2) if skullpiercer > 1 then local skullpiercerLv3Mul = shieldinfo.helmets.level3.func(skullpiercer) renderRow( table, skullpiercerPrefix .. formatter:epic('(x' .. skullpiercerLv3Mul .. ')'), '0.5 + 0.5×' .. skullpiercer, skullpiercerLv3Mul, weaponinfo, info.level3) end local hlmLv3Mul = shieldinfo.helmets.level3.func(headMul) renderRow( table, formatter:epic('Lv.3') .. '/' .. formatter:legendary('4') .. ' ' .. formatter:epic('(x' .. hlmLv3Mul .. ')'), string.format(shieldinfo.helmets.level3.text, headMul), hlmLv3Mul, weaponinfo, info.level2) if args.leg == 1 then if args.mul < 1 or args.forcegunshield then renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1gunshiled) renderRow( table, '+ガンシールド', '耐久値 ' .. shieldinfo.gunshield, 1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield) else renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1) end else if shieldinfo.legAsBodyOnLowProfile and args.mul == 1.05 then renderRow(table, "胴・脚", nil, 1, weaponinfo, info.level1) else if args.mul < 1 or args.forcegunshield then renderRow(table, "胴", nil, 1, weaponinfo, info.level1gunshiled) renderRow( table, '+ガンシールド', '耐久値 ' .. shieldinfo.gunshield, 1, weaponinfo, info.level2gunshiled, shieldinfo.gunshield) else renderRow(table, "胴", nil, 1, weaponinfo, info.level1) end renderRow(table, "脚 (x" .. args.leg .. ")", nil, args.leg, weaponinfo, info.level1) end end return table end function p._main(args, frame) formatter = require('Module:Utility/Formatter').new(frame) -- init value local initValues = { damage = 20, damagemin = 1000, damagemax = 0, beamdamage = 0, beamdamagemin = 0, beamdamagemax = 0, ticks = 0, pellet = 1, head = 2, leg = 0.8, legmin = 0, mul = 1, mulmin = 0.85, mulmax = 1.05, skullpiercer = 1, hammerpoint = 1, hammerpointsup = 1, } -- fix arguments for key, value in pairs(initValues) do args[key] = aw.getAsNumber(args[key], value) end if args.legmin == 0 then args.legmin = args.leg end if args.beamdamagemin == 0 then args.beamdamagemin = args.beamdamage end if args.beamdamagemax == 0 then args.beamdamagemax = args.beamdamage end args.round = aw.getAsBoolean(args.round, false) args.amped = aw.getAsBoolean(args.amped, false) args.forcegunshield = aw.getAsBoolean(args.forcegunshield, false) args.skullpiercerrarity = args.skullpiercerrarity or 'legendary' args.shieldpreset = args.shieldpreset or 'evoshieldonly' return tostring(renderTable(args)) end function p.main(frame) if not getArgs then getArgs = require('Module:Arguments').getArgs end args = getArgs(frame) return p._main(args, frame) end return p