| 🌟 | 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/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 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 = {
__debug__enableAllHopup = false,
en = {
bodyshot = 'Body',
damage = 'Damage',
graph = 'Graph',
headshot = 'Head',
headlvl1 = 'Head w/Lvl1',
headlvl2 = 'Head w/Lvl2',
headlvl3 = 'Head w/Lvl3',
hopup = 'Hop-Up',
legsshot = 'Legs',
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 = {
bodyshot = '胴',
damage = 'ダメージ',
graph = 'グラフ',
headshot = '頭',
headlvl1 = '頭 (Lv.1)',
headlvl2 = '頭 (Lv.2)',
headlvl3 = '頭 (Lv.3)',
hopup = 'ホップアップ',
legsshot = '脚',
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 function addData(dataset, data, base, stat, p, fn)
p = p or 1
local lvl1 = apex.calcHeadshotMultiplier(stat.headshot, apex.HEAD_HLMLV1)
local lvl2 = apex.calcHeadshotMultiplier(stat.headshot, apex.HEAD_HLMLV2)
local lvl3 = apex.calcHeadshotMultiplier(stat.headshot, apex.HEAD_HLMLV3)
if fn then
data.damage = fn(base, 1) * p
data.headDamage = fn(apex.calcPartDamage(base, stat.headshot), stat.headshot) * p
data.lvl1Damage = fn(apex.calcPartDamage(base, lvl1), lvl1) * p
data.lvl2Damage = fn(apex.calcPartDamage(base, lvl2), lvl2) * p
data.lvl3Damage = fn(apex.calcPartDamage(base, lvl3), lvl3) * p
data.legsDamage = fn(apex.calcPartDamage(base, stat.legshot), stat.legshot) * p
else
data.damage = base * p
data.headDamage = apex.calcPartDamage(base, stat.headshot) * p
data.lvl1Damage = apex.calcPartDamage(base, lvl1) * p
data.lvl2Damage = apex.calcPartDamage(base, lvl2) * p
data.lvl3Damage = apex.calcPartDamage(base, lvl3) * p
data.legsDamage = apex.calcPartDamage(base, stat.legshot) * p
end
table.insert(dataset, data)
end
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,
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
addData(dataset, tickData, baseDamage, stat.damage, nil, function(val, mul)
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * t
end)
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)
if p > 1 then
pelletData.option = string.format(res.pelletsFormat, p)
else
pelletData.option = res.pellet
end
addData(dataset, pelletData, baseDamage, stat.damage, p)
-- 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.hopup = { 'hammerpoint_rounds' }
addData(dataset, pelletUnshieldedData, math.floor(stat.damage.hammerpoint_rounds * baseDamage), stat.damage, p)
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
addData(dataset, minChargeData, baseDamage, stat.damage)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.option = res.maxcharge
addData(dataset, maxChargeData, stat.damage.charged, stat.damage)
-- チャージが無効の場合の通常出力
else
addData(dataset, baseData, baseDamage, stat.damage)
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.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>'
addData(dataset, ampedData, stat.damage.amped, stat.damage)
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.hopup = { 'selectfire_receiver' }
addData(dataset, selectfireReceiverData, stat.selectfire_receiver.damage.base, stat.selectfire_receiver.damage)
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.hopup = { 'hammerpoint_rounds' }
addData(dataset, hammerpointRoundsData, math.floor(stat.damage.hammerpoint_rounds * baseDamage), stat.damage)
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.hopup = { 'disruptor_rounds' }
addData(dataset, disruptorRoundsData, baseDamage, stat.damage, nil, function(val)
return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
end)
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.hopup = { 'anvil_receiver' }
addData(dataset, anvilReceiverData, stat.anvil_receiver.damage.base, stat.anvil_receiver.damage)
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)
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' }
addData(dataset, shatterCapsMinChargeData, stat.shatter_caps.damage.base, stat.shatter_caps.damage, p)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
if p > 1 then
shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p)
else
shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge)
end
addData(dataset, shatterCapsMaxChargeData, stat.shatter_caps.damage.charged, stat.shatter_caps.damage, p)
end
else
for p = 1, stat.shatter_caps.pellet do
local shatterCapsData = aw.shallowCopy(baseData)
if p > 1 then
shatterCapsData.option = string.format(res.pelletsFormat, p)
else
shatterCapsData.option = res.pellet
end
shatterCapsData.hopup = { 'shatter_caps' }
addData(dataset, shatterCapsData, stat.shatter_caps.damage.base, stat.shatter_caps.damage, p)
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.ValueCell.new(res.legsshot, 'legsDamage', {
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'damage', {
startIndex = 'legsDamage',
endIndex = 'lvl1Damage',
cellClass = 'st-mobile-graph st-mobile-textshadow',
footerClass = 'st-mobile-graph',
headerClass = 'st-mobile-graph',
headerStyle = {
['min-width'] = '80px',
['max-width'] = '8em',
},
maximumValue = 150,
preferredGridCount = 3,
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', {
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'damage', {
startIndex = 'legsDamage',
endIndex = 'headDamage',
cellClass = 'st-desktop-graph',
footerClass = 'st-desktop-graph',
headerClass = 'st-desktop-graph',
headerStyle = {
['min-width'] = '160px',
},
maximumValue = 150,
}),
}
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