🌟 | 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:WeaponInfobox
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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:WeaponInfobox/doc に作成できます
local p = {} local stat = require('Module:Stat/Weapon') local formatter -- lazily initialized local getArgs -- lazily initialized local function renderRow(table, name, item) local row = table:tag('tr') row:tag('th'):wikitext(name) row:tag('td'):wikitext(item) end local CategoryDict = { assault_rifle = "アサルトライフル", sub_machine_gun = "サブマシンガン", light_machine_gun = "ライトマシンガン", sniper = "スナイパーライフル", shotgun = "ショットガン", pistol = "ピストル", } local function renderCategory(table, name, stat) local category = CategoryDict[stat] renderRow(table, name, category) end local AmmoDict = { light = "ライト", heavy = "ヘビー", energy = "エネルギー", sniper = "スナイパー", shotgun = "ショットガン", special_light = "専用ライト", special_heavy = "専用ヘビー", special_energy = "専用エネルギー", special_sniper = "専用スナイパー", special_shotgun = "専用ショットガン", } local function renderAmmo(table, name, stat, frame) local ammo = AmmoDict[stat] if frame ~= nil then renderRow( table, '弾薬', frame:expandTemplate { title = 'Ammo', args = { ammo, size = 28 }} .. ' ' .. ammo .. 'アモ') else renderRow(table, name, ammo .. 'アモ') end end local function convertDecimalToFractional(num) local integer = math.floor(num) local decimal = tonumber(string.format("%.3f", num - integer)) local decimalText if decimal == 0.125 then decimalText = '⅛' elseif decimal == 0.2 then decimalText = '⅕' elseif decimal == 0.25 then decimalText = '¼' elseif decimal == 1/3 then decimalText = '⅓' elseif decimal == 0.375 then decimalText = '⅜' elseif decimal == 0.4 then decimalText = '⅖' elseif decimal == 0.5 then decimalText = '½' elseif decimal == 0.6 then decimalText = '⅗' elseif decimal == 0.625 then decimalText = '⅝' elseif decimal == 2/3 then decimalText = '⅔' elseif decimal == 0.75 then decimalText = '¾' elseif decimal == 0.8 then decimalText = '⅘' elseif decimal == 0.875 then decimalText = '⅞' else decimalText = '' end if decimalText == '' then return tostring(num) elseif integer == 0 then return decimalText else return tostring(integer) .. decimalText end end local function renderMode(table, name, stat) local mode = nil if stat.auto then mode = 'オート' end if stat.burst > 1 then if mode == nil then mode = stat.burst .. '点バースト' else mode = mode .. ',' .. stat.burst .. '点バースト' end end if stat.single then if mode == nil then mode = '単発' else mode = mode .. ',単発' end end renderRow(table, name, mode) end local function renderDamage(table, name, stat, ammo, pellet) local base = stat.base if pellet ~= nil then local item = tostring(base) .. ' × ' .. tostring(pellet) .. '片' renderRow(table, name, item) else renderRow(table, name, tostring(base)) end local head = convertDecimalToFractional(stat.headshot) local hlm1 = convertDecimalToFractional(0.2 + 0.8 * stat.headshot) local hlm2 = convertDecimalToFractional(0.4 + 0.6 * stat.headshot) local hlm3 = convertDecimalToFractional(0.5 + 0.5 * stat.headshot) local leg = convertDecimalToFractional(stat.legshot) local sprm = stat.skullpiercer_rifling or 1 local ul = mw.html.create('ul') if sprm > 1 then local spr0 = convertDecimalToFractional(sprm) local spr1 = convertDecimalToFractional(0.2 + 0.8 * sprm) local spr2 = convertDecimalToFractional(0.4 + 0.6 * sprm) local spr3 = convertDecimalToFractional(0.5 + 0.5 * sprm) local intable = mw.html.create('table'):addClass('condensedtable') local row1 = intable:tag('tr') row1:tag('td'):wikitext('頭') row1:tag('td'):wikitext(head) row1:tag('td'):wikitext(' → ') row1:tag('td'):wikitext(formatter:common(hlm1)) row1:tag('td'):wikitext(' → ') row1:tag('td'):wikitext(formatter:rare(hlm2)) row1:tag('td'):wikitext(' → ') row1:tag('td'):wikitext(formatter:epic(hlm3)) row1:tag('td'):wikitext('倍') local row2 = intable:tag('tr') row2:tag('td'):wikitext(formatter:hopup('スカルピアサーライフリング', 16) .. ' ') row2:tag('td'):wikitext(spr0) row1:tag('td'):wikitext(' → ') row2:tag('td'):wikitext(formatter:common(spr1)) row1:tag('td'):wikitext(' → ') row2:tag('td'):wikitext(formatter:rare(spr2)) row1:tag('td'):wikitext(' → ') row2:tag('td'):wikitext(formatter:epic(spr3)) row2:tag('td'):wikitext('倍') ul:tag('li'):node(intable) else local headText = '頭 ' .. head .. ' → ' .. formatter:common(hlm1) .. ' → ' .. formatter:rare(hlm2) .. ' → ' .. formatter:epic(hlm3) .. '倍' ul:tag('li'):wikitext(headText) end ul:tag('li'):wikitext('脚 ' .. leg .. '倍') table:tag('tr') :tag('td') :attr('colspan', 2) :node(ul) end local function renderMagazine(table, name, stat, frame) if type(stat) == 'table' then local text if frame ~= nil then text = stat[1] .. ' → ' .. frame:expandTemplate { title = 'Common', args = { stat[2] }} .. ' → ' .. frame:expandTemplate { title = 'Rare', args = { stat[3] }} .. ' → ' .. frame:expandTemplate { title = 'Epic', args = { stat[4] }} else text = stat[1] .. ' → ' .. stat[2] .. ' → ' .. stat[3] .. ' → ' .. stat[4] end renderRow(table, name, text) elseif type(stat) == 'number' then if stat == math.huge then renderRow(table, name, '∞') else renderRow(table, name, stat) end else renderRow(table, name, '???') end end local function renderTable(args, frame) local weaponStat = stat[args.name] local table = mw.html.create('table') renderCategory(table, '種類', weaponStat.category) renderAmmo(table, '弾薬', weaponStat.ammo, frame) renderMode(table, '射撃モード', weaponStat.mode) renderDamage(table, 'ダメージ', weaponStat.damage, weaponStat.ammo, weaponStat.pellet) renderMagazine(table, '装填数', weaponStat.magazine, frame) return table end function p._main(args, frame) formatter = require('Module:Utility/Formatter').new(frame) return tostring(renderTable(args, frame)) 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