🌟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
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(改良)
(小柄・鉄壁に対応)
5行目: 5行目:
end
end


local function renderHeader(table)
local function renderHeader(table, mul)
local row = table:tag('tr')
local row = table:tag('tr')
row:tag('th')
local cell = row:tag('th')
:attr('colspan', 2)
:attr('colspan', 2)
:attr('rowspan', 2)
:attr('rowspan', 2)
:wikitext('部位')
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')
row:tag('th')
:attr('rowspan', 2)
:attr('rowspan', 2)
56行目: 64行目:


local function renderTable(args)
local function renderTable(args)
local bodyDamage = args.damage or 20
local mul = args.mul or 1
local baseDamage = args.damage or 20
local headMul = args.head or 2
local headMul = args.head or 2
local headDamage = round(headMul * bodyDamage)
local headDamage = round(mul * round(headMul * baseDamage))
local legMul = args.leg or 0.8
local legMul = args.leg or 0.8
local table = mw.html.create('table')
local table = mw.html.create('table')
:addClass('wikitable')
:addClass('wikitable')
renderHeader(table)
renderHeader(table, mul)
renderRow(table, "頭 (x" .. headMul .. ")", headDamage, 4)
renderRow(table, "頭 (x" .. headMul .. ")", headDamage, 4)
renderRow(
renderRow(
77行目: 86行目:
'<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(0.75 * headDamage))
round(0.75 * headDamage))
renderRow(table, "胴", bodyDamage, 1)
if mul > 1 then
renderRow(table, "脚 (x" .. legMul .. ")", round(legMul * bodyDamage), 1)
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
return table
end
end

2021年1月20日 (水) 16:28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 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(mul * 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 .. ")", headDamage, 4)
	renderRow(
		table,
		'<span style="color:#A8A8A8">Lv.1</span>',
		round(0.9 * headDamage))
	renderRow(
		table,
		'<span style="color:#51A8D6">Lv.2</span>',
		round(0.8 * headDamage))
	renderRow(
		table,
		'<span style="color:#B237C8">Lv.3</span>/<span style="color:#CEAD21">4</span>',
		round(0.75 * 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)
	return p._main({})
end

return p