🌟 | 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:Utility/ApexLibrary
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このモジュールについての説明文ページを モジュール:Utility/ApexLibrary/doc に作成できます
local apex = {} local aw = require('Module:Utility/Library') -- 部位ダメージ用定数 apex.HEAD = 1 apex.HEAD_NOHLM = 1 apex.HEAD_HLMLV1 = 2 apex.HEAD_HLMLV2 = 3 apex.HEAD_HLMLV3 = 4 apex.BODY = 10 apex.LEGS = 100 apex.SKY = 1000 -- [[ ヘッドショット倍率の計算 ]] function apex.calcHeadshotMultiplier(headmul, part) if part == apex.HEAD_HLMLV1 then return 0.2 + 0.8 * headmul elseif part == apex.HEAD_HLMLV2 then return 0.4 + 0.6 * headmul elseif part == apex.HEAD_HLMLV3 then return 0.5 + 0.5 * headmul else return headmul end end -- [[ 部位倍率とパッシブ倍率を考慮したダメージ計算 ]] function apex.calcDamageFromPartAndPassive(base, partmul, passive, opts) -- 部位倍率 if partmul ~= 1 then base = aw.round(partmul * base) end -- 小柄・鉄壁 if passive == 1.05 then if not opts.round then base = aw.roundover(passive * base) else base = aw.round(passive * base) end elseif passive ~= 1 then base = aw.round(passive * base) end return base end -- [[ ダメージ計算 ]] function apex.calcDamage(base, partmul, passive, opts) opts = opts or {} opts.hammerpointRounds = opts.hammerpointRounds or 0 -- 増幅バリケード if opts.ampedCover then base = aw.round(1.2 * base) end -- ハンマーポイント弾 if opts.hammerpointRounds > 1 then base = math.floor(opts.hammerpointRounds * base) end -- 部位倍率/小柄・鉄壁 base = apex.calcDamageFromPartAndPassive(base, partmul, passive, opts) -- ビームダメージ if opts.beam and aw.isNumberAndGreaterThanOrEqualToZero(opts.beam.damage) then local beamdamage = apex.calcDamageFromPartAndPassive(opts.beam.damage, partmul, passive, opts) base = base + opts.beam.ticks * beamdamage end return base end -- 射撃モード apex.BURST = 0 apex.DOUBLE_TAP_TRIGGER = apex.BURST apex.AUTO = 100 apex.SINGLE = 200 apex.ANVIL_RECEIVER = 201 apex.SELECTFIRE_RECEIVER = 300 -- [[ 複数の射撃レートが定義されているかどうか ]] function apex.hasMultipleFirerate(stat, mode) local firerate = stat.firarate if not firarate then return false end if mode == apex.BURST then return type(firerate.burst_delay) == 'table' elseif mode == apex.AUTO then return type(firerate.auto) == 'table' elseif mode == apex.SINGLE then return type(firerate.single) == 'table' or type(firerate.single_rechamber) == 'table' else return false end end -- [[ 射撃レート計算 ]] local function chooseData(data, level) local typename = type(data) if typename == 'table' then return data[level] elseif typename == 'number' then return data elseif typename == 'string' then return tonumber(data) else return 0 end end function apex.calcFirerate(stat, mode, level) level = (1 + level) or 1 local rps = 0 if mode == apex.BURST then if aw.isNumberAndGreaterThanZero(stat.mode.burst) then local firerate = chooseData(stat.firerate.single, level) if firerate > 0 then local delay = chooseData(stat.firerate.burst_delay, level) if delay > 0 then rps = stat.mode.burst / ((stat.mode.burst - 1) / firerate + delay) else rps = firerate end end end elseif mode == apex.AUTO then if stat.mode.auto then rps = chooseData(stat.firerate.auto, level) end elseif mode == apex.SINGLE then if stat.mode.single then local firerate = chooseData(stat.firerate.single, level) if firerate > 0 then local rechamber = chooseData(stat.firerate.single_rechamber, level) if rechamber > 0 then rps = 1 / (1 / firerate + rechamber) else rps = firerate end end end elseif mode == apex.ANVIL_RECEIVER then if stat.mode.single then rps = chooseData(stat.firerate.anvil_receiver, level) end end return rps end return apex