🌟 | 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:StatTable/Damage
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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:StatTable/Damage/doc に作成できます
local aw = require('Module:Utility/Library') 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 = { __debug__enableAllHopup = false, en = { damage = 'Damage', graph = 'Graph', hopup = 'Hop-Up', maxcharge = 'Max charge', mincharge = 'Min charge', pellet = '1 pellet', pelletsFormat = '%d pellets', pelletWithAdditional = '%s | 1 pellet', pelletsWithAdditionalFormat = '%s | %d pellets', tick = '1 tick', ticksFormat = '%d ticks', weaponname = 'Weapon name', }, ja = { damage = 'ダメージ', graph = 'グラフ', hopup = 'ホップアップ', maxcharge = '最大溜め', mincharge = '最小溜め', pellet = '1 片', pelletsFormat = '%d 片', pelletWithAdditional = '%s・1 片', pelletsWithAdditionalFormat = '%s・%d 片', tick = '1 チック', ticksFormat = '%d チック', weaponname = '武器名', }, } local p = {} function p._main(args) args = args or {} local lang = args.lang or 'ja' local res = configuration[lang] local stats = mw.loadData('Module:Stat/Weapon') local dataset = {} for name, stat in pairs(stats) do local baseDamage = stat.damage.base local baseData = { ammo = stat.ammo, damage = baseDamage, name = name, shortname = stat.localization['Japanese_Short'], } local special = aw.stringstarts(stat.ammo, 'special_') -- チャージビーム (チャージライフル) if stat.damage.beam then for t = 0, stat.damage.beam.ticks do local tickData = aw.shallowCopy(baseData) tickData.damage = baseDamage + stat.damage.beam.base * t if t ~= 1 then tickData.option = string.format(res.ticksFormat, t) else tickData.option = res.tick end table.insert(dataset, tickData) end -- 散弾 (ショットガン・トリプルテイク) elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then for p = 1, stat.pellet do local pelletData = aw.shallowCopy(baseData) pelletData.damage = baseDamage * p if p > 1 then pelletData.option = string.format(res.pelletsFormat, p) else pelletData.option = res.pellet end table.insert(dataset, pelletData) -- ハンマーポイント弾 (モザンビーク) if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then local pelletUnshieldedData = aw.shallowCopy(pelletData) pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage) * p pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } table.insert(dataset, pelletUnshieldedData) end end -- それ以外 else -- チャージ (30-30リピーター・ボセックコンパウンドボウ) if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then local minChargeData = aw.shallowCopy(baseData) minChargeData.option = res.mincharge table.insert(dataset, minChargeData) local maxChargeData = aw.shallowCopy(baseData) maxChargeData.damage = stat.damage.charged maxChargeData.option = res.maxcharge table.insert(dataset, maxChargeData) -- チャージが無効の場合の通常出力 else table.insert(dataset, baseData) end -- 増幅モード (センチネル) if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then local ampedData = aw.shallowCopy(baseData) ampedData.ammo = 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>' table.insert(dataset, ampedData) end -- セレクトファイアレシーバー (ハボックライフル) if (configuration.__debug__enableAllHopup or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver 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' } table.insert(dataset, selectfireReceiverData) end -- ハンマーポイント弾 (P2020) if (configuration.__debug__enableAllHopup 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' } table.insert(dataset, hammerpointRoundsData) end -- ディスラプター弾 (オルタネーター・RE-45オート) if (configuration.__debug__enableAllHopup or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then local disruptorRoundsData = aw.shallowCopy(baseData) disruptorRoundsData.damage = math.floor(stat.damage.disruptor_rounds * baseDamage) disruptorRoundsData.hopup = { 'disruptor_rounds' } table.insert(dataset, disruptorRoundsData) end -- アンビルレシーバー (VK-47フラットライン・R-301カービン) if (configuration.__debug__enableAllHopup or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then local anvilReceiverData = aw.shallowCopy(baseData) anvilReceiverData.damage = stat.anvil_receiver.damage.base anvilReceiverData.hopup = { 'anvil_receiver' } table.insert(dataset, anvilReceiverData) end -- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ) if (configuration.__debug__enableAllHopup or Hopup.shatter_caps.enabled) and stat.shatter_caps and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then for p = 1, stat.shatter_caps.pellet do local shatterCapsMinChargeData = aw.shallowCopy(baseData) shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base * p if p > 1 then shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p) else shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge) end shatterCapsMinChargeData.hopup = { 'shatter_caps' } table.insert(dataset, shatterCapsMinChargeData) local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged * p if p > 1 then shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p) else shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge) end table.insert(dataset, shatterCapsMaxChargeData) end else for p = 1, stat.shatter_caps.pellet do local shatterCapsData = aw.shallowCopy(baseData) shatterCapsData.damage = stat.shatter_caps.damage.base * p if p > 1 then shatterCapsData.option = string.format(res.pelletsFormat, p) else shatterCapsData.option = res.pellet end shatterCapsData.hopup = { 'shatter_caps' } table.insert(dataset, shatterCapsData) end end end end end local metadata = { tableutil.RankCell.new('', 'damage', true), tableutil.AmmoCell.new('', 'ammo', { attributes = { align = 'center' }, 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-left', headerClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-left', headerColspan = 0, }), tableutil.LineValueCell.new(res.damage, 'damage', { cellClass = 'st-graph st-mobile-graph st-mobile-textshadow st-mobile-last', headerClass = 'st-graph st-mobile-graph st-mobile-last', headerStyle = { ['min-width'] = '75px', ['max-width'] = '8em', }, }), tableutil.LineCell.new(res.graph, 'damage', { cellClass = 'st-graph st-desktop-graph', headerClass = 'st-graph st-desktop-graph', headerStyle = { ['min-width'] = '160px', }, }), } local opts = { tableClass = 'st-grid st-grid-5' } local node = tableutil.createTable(dataset, metadata, opts) 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) end return p