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モジュール:StatTable/DamagePerMagazine
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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/DamagePerMagazine/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 = { en = { bodyshot = 'Body', dmgmag = 'Damage per Mag', graph = 'Graph', headshot = 'Head', headlvl1 = 'Head w/Lvl1', headlvl2 = 'Head w/Lvl2', headlvl3 = 'Head w/Lvl3', hopup = 'Hop-Up', legsshot = 'Legs', infinity = '∞', maxcharge = 'Max charge', mincharge = 'Min charge', weaponname = 'Weapon name', }, ja = { bodyshot = '胴', dmgmag = 'マガジン当たりのダメージ', 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', infinity = '∞', maxcharge = '最大溜め', mincharge = '最小溜め', weaponname = '武器名', }, } local function _addDataPrivate(dataset, data, fn, mul) local head = data.head local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1) local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2) local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3) local legs = data.legs data.dmgmag = fn(data.damage, 1) * mul data.headDmgmag = fn(apex.calcPartDamage(data.damage, head), head) * mul data.lvl1Dmgmag = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul data.lvl2Dmgmag = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul data.lvl3Dmgmag = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul data.legsDmgmag = fn(apex.calcPartDamage(data.damage, legs), legs) * mul table.insert(dataset, data) end local function addData(dataset, data, magazines, special, fn) fn = fn or function(val) return val end local magazinesType = type(magazines) -- 拡張マガジンがつく場合 if magazinesType == 'table' then if special then local mul = data.pellets * math.floor(magazines[4] / data.ammopershot) _addDataPrivate(dataset, data, fn, mul) else for level, magazine in ipairs(magazines) do local data2 = aw.shallowCopy(data) local mul = data.pellets * math.floor(magazine / data.ammopershot) data2.level = level - 1 _addDataPrivate(dataset, data2, fn, mul) end end -- 拡張マガジンがつかない場合 elseif magazinesType == 'number' then local mul = data.pellets * math.floor(magazines / data.ammopershot) _addDataPrivate(dataset, data, fn, mul) end end local p = {} function p._main(args, __debug) args = args or {} if __debug == nil then __debug = true end local lang = args.lang or 'ja' local res = configuration[lang] local stats = mw.loadData('Module:Stat/Weapon') --local ammoStats = mw.loadData('Module:Stat/Ammo') --local gearStats = mw.loadData('Module:Stat/Gear') local dataset = {} for name, stat in pairs(stats) do local special = aw.stringstarts(stat.ammo, 'special_') local baseDamage = stat.damage.base local baseData = { ammo = stat.ammo, ammoicon = stat.ammo, ammopershot = stat.ammo_per_shot or 1, damage = baseDamage, head = stat.damage.headshot, legs = stat.damage.legshot, level = -1, name = name, pellets = stat.pellet or 1, shortname = stat.localization['Japanese_Short'], } -- マガジンがバックパック (L-スターEMG) if stat.magazine == math.huge then if aw.isNumberAndGreaterThanZero(stat.firerate) then local overheatType = type(stat.overheat) if overheatType == 'table' then local virtualMagazines = { math.ceil(stat.overheat[1] * stat.firerate), math.ceil(stat.overheat[2] * stat.firerate), math.ceil(stat.overheat[3] * stat.firerate), math.ceil(stat.overheat[4] * stat.firerate), } addData(dataset, baseData, virtualMagazines, special) -- 改造ローダー if stat.category == 'light_machine_gun' then local moddedLoaderVirtualMagazines = { math.ceil(1.15 * stat.overheat[1] * stat.firerate), math.ceil(1.15 * stat.overheat[2] * stat.firerate), math.ceil(1.15 * stat.overheat[3] * stat.firerate), math.ceil(1.15 * stat.overheat[4] * stat.firerate), } local moddedLoaderData = aw.shallowCopy(baseData) moddedLoaderData.hopup = { 'modded_loader' } addData(dataset, moddedLoaderData, moddedLoaderVirtualMagazines, special) end elseif overheatType == 'number' then local virtualMagazine = math.ceil(stat.overheat * stat.firerate) addData(dataset, baseData, virtualMagazines, special) -- 改造ローダー if stat.category == 'light_machine_gun' then local virtualMagazine = math.ceil(stat.overheat * stat.firerate) local moddedLoaderData = aw.shallowCopy(baseData) moddedLoaderData.hopup = { 'modded_loader' } addData(dataset, moddedLoaderData, virtualMagazines, special) end end -- ボセックコンパウンドボウ --[[elseif stat.ammo == 'arrows' then local virtualMagazines = { gearStats.backpack.level0.limit * ammoStats.arrows.slot, gearStats.backpack.level1.limit * ammoStats.arrows.slot, gearStats.backpack.level2.limit * ammoStats.arrows.slot, gearStats.backpack.level3.limit * ammoStats.arrows.slot, } -- チャージ if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then local minChargeData = aw.shallowCopy(baseData) minChargeData.option = res.mincharge addData(dataset, minChargeData, virtualMagazines, special) local maxChargeData = aw.shallowCopy(baseData) maxChargeData.damage = stat.damage.charged maxChargeData.option = res.maxcharge addData(dataset, maxChargeData, virtualMagazines,, special) -- チャージなし else addData(dataset, baseData, stat.magazine, special) end]] end -- チャージビーム (チャージライフル) elseif stat.damage.beam then addData(dataset, baseData, stat.magazine, special, function(val, mul) return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks end) -- 散弾 (ショットガン・トリプルテイク) elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then addData(dataset, baseData, stat.magazine, special) -- ハンマーポイント弾 (モザンビーク) if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then local pelletUnshieldedData = aw.shallowCopy(baseData) pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage) pelletUnshieldedData.hopup = { 'hammerpoint_rounds' } addData(dataset, pelletUnshieldedData, stat.magazine, special) end -- それ以外 else -- チャージ (30-30リピーター) if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then local minChargeData = aw.shallowCopy(baseData) minChargeData.option = res.mincharge addData(dataset, minChargeData, stat.magazine, special) local maxChargeData = aw.shallowCopy(baseData) maxChargeData.damage = stat.damage.charged maxChargeData.head = stat.damage.headshot_charged or stat.damage.headshot maxChargeData.legs = stat.damage.legshot_charged or stat.damage.legshot maxChargeData.option = res.maxcharge addData(dataset, maxChargeData, stat.magazine, special) -- チャージが無効の場合の通常出力 else addData(dataset, baseData, stat.magazine, special) end -- 改造ローダー (ディヴォーションLMG・M600スピットファイア・ランページ) if stat.category == 'light_machine_gun' then local moddedLoaderData = aw.shallowCopy(baseData) moddedLoaderData.hopup = { 'modded_loader' } local magazinesType = type(stat.magazine) if magazinesType == 'table' then local moddedLoaderMagazines = { aw.round(1.15 * stat.magazine[1]), aw.round(1.15 * stat.magazine[2]), aw.round(1.15 * stat.magazine[3]), aw.round(1.15 * stat.magazine[4]), } addData(dataset, moddedLoaderData, moddedLoaderMagazines, special) elseif magazinesType == 'number' then local moddedLoaderMagazine = aw.round(1.15 * stat.magazine) addData(dataset, moddedLoaderData, moddedLoaderMagazine, special) end end -- ミニガン「シーラ」 if stat.ammo == 'minigun' and type(stat.magazine) == 'number' then local moddedLoaderData = aw.shallowCopy(baseData) moddedLoaderData.hopup = { 'modded_loader' } local moddedLoaderMagazine = aw.round(1.15 * stat.magazine) addData(dataset, moddedLoaderData, moddedLoaderMagazine, special) 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.ammoicon = 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>' addData(dataset, ampedData, stat.magazine, special) end -- セレクトファイアレシーバー (ハボックライフル) if (__debug 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.ammopershot = stat.selectfire_receiver.ammo_per_shot or 1 selectfireReceiverData.damage = stat.selectfire_receiver.damage.base selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot or stat.damage.headshot selectfireReceiverData.hopup = { 'selectfire_receiver' } selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot or stat.damage.legshot addData(dataset, selectfireReceiverData, stat.magazine, special) end -- ハンマーポイント弾 (P2020) if (__debug 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' } addData(dataset, hammerpointRoundsData, stat.magazine, special) end -- ディスラプター弾 (オルタネーター・RE-45オート) if (__debug 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, stat.magazine, special, 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 (__debug 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.ammopershot = stat.anvil_receiver.ammo_per_shot or 2 anvilReceiverData.damage = stat.anvil_receiver.damage.base anvilReceiverData.head = stat.anvil_receiver.damage.headshot or stat.damage.headshot anvilReceiverData.hopup = { 'anvil_receiver' } anvilReceiverData.legs = stat.anvil_receiver.damage.legshot or stat.damage.legshot addData(dataset, anvilReceiverData, stat.magazine, special) 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 (__debug 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 local shatterCapsMinChargeData = aw.shallowCopy(baseData) shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsMinChargeData.hopup = { 'shatter_caps' } shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot shatterCapsMinChargeData.option = res.mincharge shatterCapsMinChargeData.pellets = stat.shatter_caps.pellet addData(dataset, shatterCapsMinChargeData, stat.magazine, special) local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData) shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged or stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged or stat.shatter_caps.damage.legshot or stat.damage.legshot shatterCapsMaxChargeData.option = res.maxcharge addData(dataset, shatterCapsMaxChargeData, stat.magazine, special) else local shatterCapsData = aw.shallowCopy(baseData) shatterCapsData.damage = stat.shatter_caps.damage.base shatterCapsData.head = stat.shatter_caps.damage.headshot or stat.damage.headshot shatterCapsData.hopup = { 'shatter_caps' } shatterCapsData.legs = stat.shatter_caps.damage.legshot or stat.damage.legshot shatterCapsData.pellets = stat.shatter_caps.pellet addData(dataset, shatterCapsData, stat.magazine, special) end end -- アンビルレシーバー (ウィングマン・ヘムロックバーストAR) if (__debug or Hopup.boosted_loader.enabled) and stat.boosted_loader then local boostedLoaderData = aw.shallowCopy(baseData) boostedLoaderData.hopup = { 'boosted_loader' } addData(dataset, boostedLoaderData, stat.boosted_loader.magazine, special) end end end local metadata = { tableutil.RankCell.new('', 'dmgmag', true), tableutil.AmmoCell.new('', 'ammoicon', { attributes = { align = 'center' }, cellClass = 'st-desktop', footerClass = 'st-desktop', headerClass = 'st-desktop', 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 = 3, optionIndex = 'option', shortnameIndex = 'shortname', }), tableutil.MagazineCell.new(res.mag, 'level', { ammoIndex = 'ammo', attributes = { align = 'left' }, cellClass = 'st-dashed-both st-mobile-none-both st-mobile-padding0-both', headerColspan = 0, }), tableutil.HopupCell.new(res.hopup, 'hopup', { attributes = { align = 'left' }, cellClass = 'st-dashed-left st-mobile-none-left st-mobile-padding0-both', headerColspan = 0, }), tableutil.ValueCell.new(res.legsshot, 'legsDmgmag', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = aw.comma, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineValueCell.new(res.bodyshot, 'dmgmag', { startIndex = 'legsDmgmag', endIndex = 'lvl1Dmgmag', cellClass = 'st-mobile-graph st-mobile-textshadow', footerClass = 'st-mobile-axis', format = aw.comma, headerClass = 'st-mobile-last', headerStyle = { ['min-width'] = '80px', ['max-width'] = '8em', }, preferredGridCount = 3, maximumValue = 2000, ticksFormat = function(val) return string.format('%sk', 0.001 * val) end, }), tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgmag', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = aw.comma, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgmag', { cellClass = 'st-desktop', footerClass = 'st-desktop', format = aw.comma, headerClass = 'st-desktop', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgmag', { cellClass = 'st-mobile-last', footerClass = 'st-mobile-last', format = aw.comma, headerClass = 'st-mobile-last', headerStyle = { ['min-width'] = '40px', ['max-width'] = '4em', }, }), tableutil.LineCell.new(res.graph, 'damage', { startIndex = 'legsDmgmag', endIndex = 'lvl1Dmgmag', cellClass = 'st-desktop st-desktop-graph', footerClass = 'st-desktop', headerClass = 'st-desktop', headerStyle = { ['min-width'] = '200px', }, maximumValue = 2500, }), } 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, false) end return p