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「モジュール:DamageTable」の版間の差分

提供:Apex Data
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(小数点演算の不具合を修正)
(ヘルメット演算の不具合を修正)
69行目: 69行目:
local baseDamage = args.damage or 20
local baseDamage = args.damage or 20
local headMul = args.head or 2
local headMul = args.head or 2
local headDamage = round(headMul * baseDamage)
local legMul = args.leg or 0.75
local legMul = args.leg or 0.75
77行目: 78行目:
table,
table,
"頭 (x" .. headMul .. ")",
"頭 (x" .. headMul .. ")",
round(mul * math.floor(headMul * baseDamage)),
round(mul * headDamage),
4)
4)
renderRow(
renderRow(
table,
table,
'<span style="color:#A8A8A8">Lv.1</span>',
'<span style="color:#A8A8A8">Lv.1</span>',
round(mul * math.floor((0.2 + 0.8 * headMul) * baseDamage)))
round(mul * (headDamage - round(0.1 * headDamage))))
renderRow(
renderRow(
table,
table,
'<span style="color:#51A8D6">Lv.2</span>',
'<span style="color:#51A8D6">Lv.2</span>',
round(mul * math.floor((0.4 + 0.6 * headMul) * baseDamage)))
round(mul * (headDamage - round(0.2 * headDamage))))
renderRow(
renderRow(
table,
table,
'<span style="color:#B237C8">Lv.3</span>/<span style="color:#CEAD21">4</span>',
'<span style="color:#B237C8">Lv.3</span>/<span style="color:#CEAD21">4</span>',
round(mul * math.floor((0.5 + 0.5 * headMul) * baseDamage)))
round(mul * (headDamage - round(0.25 * headDamage))))
if mul > 1 then
if mul > 1 then
renderRow(table, "胴・脚", round(mul * baseDamage), 1)
renderRow(table, "胴・脚", round(mul * baseDamage), 1)

2021年1月20日 (水) 18:32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(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('&nbsp;&nbsp;&nbsp;')
		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 = round(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