🌟現在、鉄壁 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」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
(増幅バリケードの倍率が正しく反映されてない不具合を修正)
(スカルピアサーライフリング対応のための改修)
54行目: 54行目:
end
end


local function renderHeader(table, mul)
local function renderHeader(table, mul, colspan)
local row = table:tag('tr')
local row = table:tag('tr')
local cell = row:tag('th')
local cell = row:tag('th')
:attr('colspan', 2)
:attr('colspan', colspan)
:attr('rowspan', 2)
:attr('rowspan', 2)
if mul == 1 then
if mul == 1 then
103行目: 103行目:
end
end


local function renderRow(table, name, damage, pellet, minCount, maxCount, rowspan)
local function renderHeaderCell(row, name, rowinfo)
rowspan = rowspan or 0
for i = 1, #rowinfo do
local cellinfo = rowinfo[i]
local colspan = cellinfo.colspan or 1
local cell = row:tag('th')
if colspan > 1 then
cell:attr('colspan', colspan)
end
if cellinfo.breaktop then
cell:css('border-top', '0 none')
end
if cellinfo.breakbottom then
cell:css('border-bottom', '0 none')
end
if i == #rowinfo then
cell:wikitext(name)
else
cell:wikitext('   ')
end
end
end
 
local function renderRow(table, name, damage, pellet, minCount, maxCount, rowinfo)
local row = table:tag('tr')
renderHeaderCell(row, name, rowinfo)
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
if pellet > 1 then
row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')   
row:tag('td'):attr('align', 'right'):wikitext((damage * pellet) .. '<small> (' .. damage .. ' × ' .. pellet .. ')</small>')   
132行目: 138行目:
end
end


local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount)
local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount, rowinfo)
local row = table:tag('tr')
local row = table:tag('tr')
row:tag('th')
renderHeaderCell(row, '+ガンシールド', rowinfo)
: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 = getShotCount(pellet * baseDamage, 50)
local countForGunShiled = getShotCount(pellet * baseDamage, 50)
150行目: 151行目:
end
end


local function renderTable(args)
local function renderTable(args, frame)
local hopup = args.hopup or 1
local hopup = args.hopup or 1
local hopupsup
local hopupsup
170行目: 171行目:
local pellet = args.pellet or 1
local pellet = args.pellet or 1
local mul = args.mul or 1
local mul = args.mul or 1
local skullpiercer = args.skullpiercer or 1
local headMul = args.head or 2
local headMul = args.head or 2
local headDamage = round(mul * round(headMul * baseDamage))
local headDamage = round(mul * round(headMul * baseDamage))
180行目: 182行目:
getShotCount(round(0.85 * round(legMul * allDamage)), 225),
getShotCount(round(0.85 * round(legMul * allDamage)), 225),
getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
local colspan, info
if skullpiercer > 1 then
colspan = 3
info = {
level1 = {
{ breaktop = false, breakbottom = false, colspan = 3 },
},
level1top = {
{ breaktop = true, breakbottom = true, colspan = 3 },
},
level1gunshiled = {
{ breaktop = false, breakbottom = true, colspan = 3 },
},
level2 = {
{ breaktop = true, breakbottom = true },
{ breaktop = true, breakbottom = false, colspan = 2 },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false, colspan = 2 },
},
level3 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level3top = {
{ breaktop = false, breakbottom = true, colspan = 2 },
{ breaktop = false, breakbottom = false },
},
}
else
colspan = 2
info = {
level1 = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level1gunshiled = {
{ breaktop = false, breakbottom = true, colspan = 2 },
},
level2 = {
{ breaktop = true, breakbottom = true },
{ breaktop = false, breakbottom = false },
},
level2gunshiled = {
{ breaktop = true, breakbottom = false },
{ breaktop = false, breakbottom = false },
},
}
info.level1top = info.level1
end
local skullpiercerHtml
if frame ~= nil then
skullpiercerHtml = frame:expandTemplate { title = 'Hopup', args = { "スカルピアサーライフリング", size = 16 }} .. ' '
else
skullpiercerHtml = ''
end
local table = mw.html.create('table')
local table = mw.html.create('table')
:addClass('wikitable')
:addClass('wikitable')
renderHeader(table, mul)
renderHeader(table, mul, colspan)
if skullpiercer > 1 then
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercer .. ')</span>',
round(mul * round(skullpiercer * baseDamage)),
pellet, minCount, maxCount, info.level3top)
end
renderRow(
renderRow(
table,
table,
"頭 (x" .. headMul .. ")",
"頭 (x" .. headMul .. ")",
headDamage,
headDamage,
pellet, minCount, maxCount,
pellet, minCount, maxCount, info.level1top)
4)
if skullpiercer > 1 then
local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercerLv1Mul .. ')</span>',
round(mul * round(skullpiercerLv1Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv1Mul = 0.2 + 0.8 * headMul
local hlmLv1Mul = 0.2 + 0.8 * headMul
196行目: 273行目:
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
'<span class="text-rarity text-rarity-common">Lv.1 (x' .. hlmLv1Mul .. ')</span>',
round(mul * round(hlmLv1Mul * baseDamage)),
round(mul * round(hlmLv1Mul * baseDamage)),
pellet, minCount, maxCount)
pellet, minCount, maxCount, info.level2)
if skullpiercer > 1 then
local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-rare">(x' .. skullpiercerLv2Mul .. ')</span>',
round(mul * round(skullpiercerLv2Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv2Mul = 0.4 + 0.6 * headMul
local hlmLv2Mul = 0.4 + 0.6 * headMul
203行目: 289行目:
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
'<span class="text-rarity text-rarity-rare">Lv.2 (x' .. hlmLv2Mul .. ')</span>',
round(mul * round(hlmLv2Mul * baseDamage)),
round(mul * round(hlmLv2Mul * baseDamage)),
pellet, minCount, maxCount)
pellet, minCount, maxCount, info.level2)
if skullpiercer > 1 then
local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer
renderRow(
table,
skullpiercerHtml .. '<span class="text-rarity text-rarity-epic">(x' .. skullpiercerLv3Mul .. ')</span>',
round(mul * round(skullpiercerLv3Mul * baseDamage)),
pellet, minCount, maxCount, info.level3)
end
local hlmLv3Mul = 0.5 + 0.5 * headMul
local hlmLv3Mul = 0.5 + 0.5 * headMul
210行目: 305行目:
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
'<span class="text-rarity text-rarity-epic">Lv.3</span>/<span class="text-rarity text-rarity-legendary">4</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
round(mul * round(hlmLv3Mul * baseDamage)),
round(mul * round(hlmLv3Mul * baseDamage)),
pellet, minCount, maxCount)
pellet, minCount, maxCount, info.level2)
local bodyDamage = round(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
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 2)
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount)
renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount, info.level2gunshiled)
else
else
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
end
end
else
else
if mul == 1.05 then
if mul == 1.05 then
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, 1)
renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
elseif mul == 0.85 then
elseif mul == 0.85 then
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 2)
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount)
renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount, info.level2gunshiled)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
else
else
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, 1)
renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, 1)
renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
end
end
end
end
236行目: 331行目:
end
end


function p._main(args)
function p._main(args, frame)
return tostring(renderTable(args))
return tostring(renderTable(args), frame)
end
end


253行目: 348行目:
args.mul = tonumber(args.mul)
args.mul = tonumber(args.mul)
args.amped = args.amped == 'true'
args.amped = args.amped == 'true'
args.skullpiercer = tonumber(args.skullpiercer)
args.hopup = tonumber(args.hopup)
args.hopup = tonumber(args.hopup)
args.hopupsup = tonumber(args.hopupsup)
args.hopupsup = tonumber(args.hopupsup)
return p._main(args)
return p._main(args, frame)
end
end


return p
return p

2021年1月29日 (金) 02:18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 convertHslToRgb(hue, saturation, lightness)
	hue = math.max(0, math.min(1, hue))
	saturation = math.max(0, math.min(1, saturation))
	lightness = math.max(0, math.min(1, lightness))
	
	if saturation == 0 then
		return lightness, lightness, lightness
	else
		local function to(p, q, t)
			if t < 0 then t = t + 1 end
			if t > 1 then t = t - 1 end
			
			if t < 1/6 then
				return p + (q - p) * 6 * t
			elseif t < 3/6 then
				return q
			elseif t < 4/6 then
				return p + (q - p) * (2/3 - t) * 6
			else
				return p
			end
		end
		
		local q
		if lightness < 0.5 then
			q = lightness * (1 + saturation)
		else
			q = lightness + saturation - lightness * saturation
		end
		
		local p = 2 * lightness - q
		return to(p, q, hue + 1/3), to(p, q, hue), to(p, q, hue - 1/3)
	end
end

local function getColorAsString(hue)
	local r, g, b = convertHslToRgb(hue, 0.91, 0.89)
	return '#'
		.. string.format('%02X', 255 * r)
		.. string.format('%02X', 255 * g)
		.. string.format('%02X', 255 * b)
end

local function getShotCount(damage, health)
	return math.ceil(health / damage)
end

local function renderHeader(table, mul, colspan)
	local row = table:tag('tr')
	local cell = row:tag('th')
		:attr('colspan', colspan)
		: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 renderCell(row, allDamage, health, minCount, maxCount, offset)
	local shotCount = getShotCount(allDamage, health)
	local ratio = (shotCount + offset - minCount) / (maxCount - minCount)
	row:tag('td')
		:attr('align', 'right')
		:css('background-color', getColorAsString(0.85 * ratio))
		:wikitext(offset + shotCount)
end

local function renderRowForSTK(row, damage, pellet, minCount, maxCount, offset)
	offset = offset or 0
	
	local allDamage = pellet * damage
	renderCell(row, allDamage, 100, minCount, maxCount, offset)
	renderCell(row, allDamage, 150, minCount, maxCount, offset)
	renderCell(row, allDamage, 175, minCount, maxCount, offset)
	renderCell(row, allDamage, 200, minCount, maxCount, offset)
	renderCell(row, allDamage, 225, minCount, maxCount, offset)
end

local function renderHeaderCell(row, name, rowinfo)
	for i = 1, #rowinfo do
		local cellinfo = rowinfo[i]
		local colspan = cellinfo.colspan or 1
		
		local cell = row:tag('th')
		if colspan > 1 then
			cell:attr('colspan', colspan)
		end
		if cellinfo.breaktop then
			cell:css('border-top', '0 none')
		end
		if cellinfo.breakbottom then
			cell:css('border-bottom', '0 none')
		end
		if i == #rowinfo then
			cell:wikitext(name)
		else
			cell:wikitext('&nbsp;&nbsp;&nbsp;')
		end
	end
end

local function renderRow(table, name, damage, pellet, minCount, maxCount, rowinfo)
	local row = table:tag('tr')
	renderHeaderCell(row, name, rowinfo)
	
	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, minCount, maxCount)
end

local function renderRowForGunShiled(table, damage, baseDamage, pellet, minCount, maxCount, rowinfo)
	local row = table:tag('tr')
	renderHeaderCell(row, '+ガンシールド', rowinfo)
	
	local countForGunShiled = getShotCount(pellet * baseDamage, 50)
	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, minCount, maxCount, countForGunShiled)
end

local function renderTable(args, frame)
	local hopup = args.hopup or 1
	local hopupsup
	if hopup == 1 then
		hopupsup = args.hopupsup or 1
	else
		hopupsup = hopup
	end
	
	local damage = args.damage or 20
	local rawDamage, baseDamage
	if args.amped then
		rawDamage = round(1.2 * damage)
	else
		rawDamage = damage
	end
	baseDamage = round(hopup * rawDamage)
	
	local pellet = args.pellet or 1
	local mul = args.mul or 1
	local skullpiercer = args.skullpiercer or 1
	local headMul = args.head or 2
	local headDamage = round(mul * round(headMul * baseDamage))
	local legMul = args.leg or 0.8
	local legDamage = round(mul * round(legMul * baseDamage))
	
	local allDamage = pellet * damage
	local minCount = getShotCount(round(1.05 * round(headMul * round(hopupsup * round(1.2 * allDamage)))), 100)
	local maxCount = math.max(
		getShotCount(round(0.85 * round(legMul * allDamage)), 225),
		getShotCount(allDamage, 50) + getShotCount(round(0.85 * allDamage), 225))
	local colspan, info
	if skullpiercer > 1 then
		colspan = 3
		info = {
			level1 = {
				{ breaktop = false, breakbottom = false, colspan = 3 },
			},
			level1top = {
				{ breaktop = true, breakbottom = true, colspan = 3 },
			},
			level1gunshiled = {
				{ breaktop = false, breakbottom = true, colspan = 3 },
			},
			level2 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = true, breakbottom = false, colspan = 2 },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false, colspan = 2 },
			},
			level3 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level3top = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
				{ breaktop = false, breakbottom = false },
			},
		}
	else
		colspan = 2
		info = {
			level1 = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
			},
			level1gunshiled = {
				{ breaktop = false, breakbottom = true, colspan = 2 },
			},
			level2 = {
				{ breaktop = true, breakbottom = true },
				{ breaktop = false, breakbottom = false },
			},
			level2gunshiled = {
				{ breaktop = true, breakbottom = false },
				{ breaktop = false, breakbottom = false },
			},
		}
		info.level1top = info.level1
	end
	
	local skullpiercerHtml
	if frame ~= nil then
		skullpiercerHtml = frame:expandTemplate { title = 'Hopup', args = { "スカルピアサーライフリング", size = 16 }} .. ' '
	else
		skullpiercerHtml = ''
	end
	
	local table = mw.html.create('table')
		:addClass('wikitable')
	renderHeader(table, mul, colspan)
	
	if skullpiercer > 1 then
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercer .. ')</span>',
			round(mul * round(skullpiercer * baseDamage)),
			pellet, minCount, maxCount, info.level3top)
	end
	
	renderRow(
		table,
		"頭 (x" .. headMul .. ")",
		headDamage,
		pellet, minCount, maxCount, info.level1top)
	
	if skullpiercer > 1 then
		local skullpiercerLv1Mul = 0.2 + 0.8 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-common">(x' .. skullpiercerLv1Mul .. ')</span>',
			round(mul * round(skullpiercerLv1Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	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, minCount, maxCount, info.level2)
	
	if skullpiercer > 1 then
		local skullpiercerLv2Mul = 0.4 + 0.6 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-rare">(x' .. skullpiercerLv2Mul .. ')</span>',
			round(mul * round(skullpiercerLv2Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	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, minCount, maxCount, info.level2)
	
	if skullpiercer > 1 then
		local skullpiercerLv3Mul = 0.5 + 0.5 * skullpiercer
		renderRow(
			table,
			skullpiercerHtml .. '<span class="text-rarity text-rarity-epic">(x' .. skullpiercerLv3Mul .. ')</span>',
			round(mul * round(skullpiercerLv3Mul * baseDamage)),
			pellet, minCount, maxCount, info.level3)
	end
	
	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</span> <span class="text-rarity text-rarity-epic">(x' .. hlmLv3Mul .. ')</span>',
		round(mul * round(hlmLv3Mul * baseDamage)),
		pellet, minCount, maxCount, info.level2)
	
	local bodyDamage = round(mul * baseDamage)
	if legMul == 1 then
		if mul == 0.85 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
			renderRowForGunShiled(table, bodyDamage, baseDamage, pellet, minCount, maxCount, info.level2gunshiled)
		else
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
		end
	else
		if mul == 1.05 then
			renderRow(table, "胴・脚", bodyDamage, pellet, minCount, maxCount, info.level1)
		elseif mul == 0.85 then
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1gunshiled)
			renderRowForGunShiled(table, bodyDamage, rawDamage, pellet, minCount, maxCount, info.level2gunshiled)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
		else
			renderRow(table, "胴", bodyDamage, pellet, minCount, maxCount, info.level1)
			renderRow(table, "脚 (x" .. legMul .. ")", legDamage, pellet, minCount, maxCount, info.level1)
		end
	end
	
	return table
end

function p._main(args, frame)
	return tostring(renderTable(args), frame)
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'
	args.skullpiercer = tonumber(args.skullpiercer)
	args.hopup = tonumber(args.hopup)
	args.hopupsup = tonumber(args.hopupsup)
	
	return p._main(args, frame)
end

return p