🌟 | 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:DamageTable
ナビゲーションに移動
検索に移動
このモジュールについての説明文ページを モジュール:DamageTable/doc に作成できます
local p = {} local getArgs -- lazily initialized local function round(num) return math.floor(tonumber(string.format("%.3f", num)) + 0.5) end local function renderHeader(table, mul) local row = table:tag('tr') local cell = row:tag('th') :attr('colspan', 2) :attr('rowspan', 2) if mul == 1 then cell:wikitext('部位') elseif mul == 1.05 then cell:wikitext('部位 (小柄)') elseif mul == 0.85 then cell:wikitext('部位 (鉄壁)') else cell:wikitext('部位 (x' .. mul .. ')') end row:tag('th') :attr('rowspan', 2) :wikitext('ダメージ') row:tag('th') :attr('colspan', 5) :wikitext('確殺数') row = table:tag('tr') row:tag('th'):wikitext('100<small> HP</small>') row:tag('th'):wikitext('<span class="text-rarity text-rarity-common">150<small> HP</small></span>') row:tag('th'):wikitext('<span class="text-rarity text-rarity-rare">175<small> HP</small></span>') row:tag('th'):wikitext('<span class="text-rarity text-rarity-epic">200<small> HP</small></span>') row:tag('th'):wikitext('<span class="text-rarity text-rarity-heirloom">225<small> HP</small></span>') end local function renderRowForSTK(row, damage, pellet, offset) offset = offset or 0 local allDamage = pellet * damage row:tag('td'):attr('align', 'right'):wikitext(math.ceil(100 / allDamage) + offset) row:tag('td'):attr('align', 'right'):wikitext(math.ceil(150 / allDamage) + offset) row:tag('td'):attr('align', 'right'):wikitext(math.ceil(175 / allDamage) + offset) row:tag('td'):attr('align', 'right'):wikitext(math.ceil(200 / allDamage) + offset) row:tag('td'):attr('align', 'right'):wikitext(math.ceil(225 / allDamage) + offset) end local function renderRow(table, name, damage, pellet, rowspan) rowspan = rowspan or 0 local row = table:tag('tr') if rowspan > 1 then row:tag('th') :attr('colspan', 2) :css('border-bottom', "0 none transparent") :wikitext(name) elseif rowspan == 1 then row:tag('th') :attr('colspan', 2) :wikitext(name) else row:tag('th') :css('border-top', "0 none transparent") :css('border-bottom', "0 none transparent") :wikitext(' ') row:tag('th') :wikitext(name) end if pellet > 1 then row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>') else row:tag('td'):attr('align', 'right'):wikitext(damage) end renderRowForSTK(row, damage, pellet) end local function renderRowForGunShiled(table, damage, baseDamage, pellet) local row = table:tag('tr') row:tag('th') :css('border-top', "0 none transparent") :css('border-bottom', "0 none transparent") :wikitext(' ') row:tag('th') :wikitext('+ガンシールド') local countForGunShiled = math.ceil(50 / (pellet * baseDamage)) if pellet > 1 then row:tag('td'):attr('align', 'right'):wikitext((baseDamage * pellet) .. '<small> (' .. baseDamage .. ' × ' .. pellet .. ')</small>') else row:tag('td'):attr('align', 'right'):wikitext(baseDamage) end renderRowForSTK(row, damage, pellet, countForGunShiled) end local function renderTable(args) local baseDamage if args.amped then baseDamage = round(1.2 * (args.damage or 20)) else baseDamage = args.damage or 20 end local pellet = args.pellet or 1 local mul = args.mul or 1 local headMul = args.head or 2 local headDamage = round(headMul * baseDamage) local legMul = args.leg or 0.8 local table = mw.html.create('table') :addClass('wikitable') renderHeader(table, mul) renderRow( table, "頭 (x" .. headMul .. ")", round(mul * headDamage), pellet, 4) local hlmLv1Mul = 0.2 + 0.8 * headMul renderRow( table, '<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>', round(mul * round(hlmLv1Mul * baseDamage)), pellet) local hlmLv2Mul = 0.4 + 0.6 * headMul renderRow( table, '<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>', round(mul * round(hlmLv2Mul * baseDamage)), pellet) local hlmLv3Mul = 0.5 + 0.5 * headMul renderRow( table, '<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4 (x' .. hlmLv3Mul .. ')</span>', round(mul * round(hlmLv3Mul * baseDamage)), pellet) local bodyDamage = round(mul * baseDamage) if legMul == 1 then if mul == 0.85 then renderRow(table, "胴・脚", bodyDamage, pellet, 2) renderRowForGunShiled(table, bodyDamage, baseDamage, pellet) else renderRow(table, "胴・脚", bodyDamage, pellet, 1) end else local legDamage = round(mul * round(legMul * baseDamage)) if mul == 1.05 then renderRow(table, "胴・脚", bodyDamage, pellet, 1) elseif mul == 0.85 then renderRow(table, "胴", bodyDamage, pellet, 2) renderRowForGunShiled(table, bodyDamage, baseDamage, pellet) renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, 1) else renderRow(table, "胴", bodyDamage, pellet, 1) renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, 1) end end return table end function p._main(args) return tostring(renderTable(args)) end function p.main(frame) if not getArgs then getArgs = require('Module:Arguments').getArgs end args = getArgs(frame) -- fix arguments args.damage = tonumber(args.damage) args.pellet = tonumber(args.pellet) args.head = tonumber(args.head) args.leg = tonumber(args.leg) args.mul = tonumber(args.mul) args.amped = args.amped == 'true' return p._main(args) end return p