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「モジュール:DamageTable」の版間の差分

提供:Apex Data
ナビゲーションに移動 検索に移動
(ショットガンの破片が全弾ヒットした場合の合計ダメージを表記)
(丸め演算の関数を統一)
5行目: 5行目:
local function round(num)
local function round(num)
return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
return math.floor(tonumber(string.format("%.3f", num)) + 0.5)
end
local function roundover(num)
return math.ceil(num - 0.5)
end
end


100行目: 96行目:


local function renderTable(args)
local function renderTable(args)
local mul = args.mul or 1
local roundFunc
if mul == 0.85 then
roundFunc = round
else
roundFunc = roundover
end
local baseDamage
local baseDamage
if args.amped then
if args.amped then
116行目: 104行目:
local pellet = args.pellet or 1
local pellet = args.pellet or 1
local mul = args.mul or 1
local headMul = args.head or 2
local headMul = args.head or 2
local headDamage = round(headMul * baseDamage)
local headDamage = round(headMul * baseDamage)
126行目: 115行目:
table,
table,
"頭 (x" .. headMul .. ")",
"頭 (x" .. headMul .. ")",
roundFunc(mul * headDamage),
round(mul * headDamage),
pellet,
pellet,
4)
4)
134行目: 123行目:
table,
table,
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
roundFunc(mul * round(hlmLv1Mul * baseDamage)),
round(mul * round(hlmLv1Mul * baseDamage)),
pellet)
pellet)
141行目: 130行目:
table,
table,
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
roundFunc(mul * round(hlmLv2Mul * baseDamage)),
round(mul * round(hlmLv2Mul * baseDamage)),
pellet)
pellet)
148行目: 137行目:
table,
table,
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4 (x' .. hlmLv3Mul .. ')</span>',
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4 (x' .. hlmLv3Mul .. ')</span>',
roundFunc(mul * round(hlmLv3Mul * baseDamage)),
round(mul * round(hlmLv3Mul * baseDamage)),
pellet)
pellet)
local bodyDamage = roundFunc(mul * baseDamage)
local bodyDamage = round(mul * baseDamage)
if legMul == 1 then
if legMul == 1 then
if mul == 0.85 then
if mul == 0.85 then
160行目: 149行目:
end
end
else
else
local legDamage = roundFunc(mul * round(legMul * baseDamage))
local legDamage = round(mul * round(legMul * baseDamage))
if mul == 1.05 then
if mul == 1.05 then
renderRow(table, "胴・脚", bodyDamage, pellet, 1)
renderRow(table, "胴・脚", bodyDamage, pellet, 1)

2021年1月23日 (土) 10:00時点における版

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
	rowspanForDamage = rowspanForDamage 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('&nbsp;&nbsp;&nbsp;')
		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('&nbsp;&nbsp;&nbsp;')
	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