| 🌟 | 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:DamageTable
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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:DamageTable/doc に作成できます
local p = {}
local getArgs -- lazily initialized
local function round(num)
return math.floor(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 style="color:#A8A8A8">150<small> HP</small></span>')
row:tag('th'):wikitext('<span style="color:#51A8D6">175<small> HP</small></span>')
row:tag('th'):wikitext('<span style="color:#B237C8">200<small> HP</small></span>')
row:tag('th'):wikitext('<span style="color:#FF4E1D">225<small> HP</small></span>')
end
local function renderRow(table, name, damage, 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
row:tag('td'):attr('align', 'right'):wikitext(damage)
row:tag('td'):attr('align', 'right'):wikitext(math.ceil(100 / damage))
row:tag('td'):attr('align', 'right'):wikitext(math.ceil(150 / damage))
row:tag('td'):attr('align', 'right'):wikitext(math.ceil(175 / damage))
row:tag('td'):attr('align', 'right'):wikitext(math.ceil(200 / damage))
row:tag('td'):attr('align', 'right'):wikitext(math.ceil(225 / damage))
end
local function renderTable(args)
local mul = args.mul or 1
local baseDamage = args.damage or 20
local headMul = args.head or 2
local headDamage = headMul * baseDamage
local legMul = args.leg or 0.75
local table = mw.html.create('table')
:addClass('wikitable')
renderHeader(table, mul)
renderRow(
table,
"頭 (x" .. headMul .. ")",
round(mul * headDamage),
4)
renderRow(
table,
'<span style="color:#A8A8A8">Lv.1</span>',
round(mul * (headDamage - round(0.1 * headDamage))))
renderRow(
table,
'<span style="color:#51A8D6">Lv.2</span>',
round(mul * (headDamage - round(0.2 * headDamage))))
renderRow(
table,
'<span style="color:#B237C8">Lv.3</span>/<span style="color:#CEAD21">4</span>',
round(mul * (headDamage - round(0.25 * headDamage))))
if mul > 1 then
renderRow(table, "胴・脚", round(mul * baseDamage), 1)
else
renderRow(table, "胴", round(mul * baseDamage), 1)
renderRow(table, "脚 (x" .. legMul .. ")", round(mul * round(legMul * baseDamage)), 1)
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.head = tonumber(args.head)
args.leg = tonumber(args.leg)
args.mul = tonumber(args.mul)
return p._main(args)
end
return p