🌟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/configuration」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
(targets.headリソースを単体とフォーマット用に分割)
(一部リソース名の変更)
14行目: 14行目:
targets = {
targets = {
caption = 'Target',
caption = 'Target',
caption_mul = 'Target (x%s)',
caption_format = 'Target (x%s)',
head = 'Head',
head = 'Head',
head_format = 'Head (x%s)',
head_format = 'Head (x%s)',
55行目: 55行目:
targets = {
targets = {
caption = '部位',
caption = '部位',
caption_mul = '部位 (x%s)',
caption_format = '部位 (x%s)',
head = '頭',
head = '頭',
head_format = '頭 (x%s)',
head_format = '頭 (x%s)',

2021年5月9日 (日) 14:09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/configuration/doc に作成できます

local configuration = {
	en = {
		damages = {
			caption = 'Damage',
			basic = '%d',
			disruptor = '%s<small> → %s</small>',
			hammerpoint = '<small>%s → </small>%s',
			pellets = '%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span></small>',
			pelletsWithDisruptor = '%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span> → %s </small>',
			pelletsWithHammerpoint = '<small>%s → </small>%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span></small>',
			ticks = '%s<small> <span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s&thinsp;+&thinsp;%s)</span></small>',
		},
		shotstokill = 'Shots to Kill',
		targets = {
			caption = 'Target',
			caption_format = 'Target (x%s)',
			head = 'Head',
			head_format = 'Head (x%s)',
			head = 'Head (x%s)',
			head_vertical = true,
			helmet1 = '<span class="text-rarity text-rarity-common">Lv.1 (x%s)</span>',
			helmet2 = '<span class="text-rarity text-rarity-rare">Lv.2 (x%s)</span>',
			helmet3 = '<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%s)</span>',
			body = 'Body',
			bodylegs = 'Body & Legs',
			gunshield = '+Gun Shield',
			legs = 'Legs (x%s)',
			format = '(x%s)',
		},
		timetokill = {
			caption = 'Time to Kill:',
			none = 'None',
			none_level1 = 'None & Lv.1',
			level1 = 'Lv.1',
			level123 = 'Lv.1, 2, 3/4',
			level2 = 'Lv.2',
			level23 = 'Lv.2, 3',
			level3 = 'Lv.3/4',
			format = '%d',
			unit = '&thinsp;ms',
		},
	},
	ja = {
		damages = {
			caption = 'ダメージ',
			basic = '%d',
			disruptor = '%s<small> → %s</small>',
			hammerpoint = '<small>%s → </small>%s',
			pellets = '%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span></small>',
			pelletsWithDisruptor = '%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span> → %s </small>',
			pelletsWithHammerpoint = '<small>%s → </small>%s <small><span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s)</span></small>',
			ticks = '%s<small> <span style="white-space:nowrap">(%s&thinsp;&times;&thinsp;%s&thinsp;+&thinsp;%s)</span></small>',
		},
		shotstokill = '確殺数',
		targets = {
			caption = '部位',
			caption_format = '部位 (x%s)',
			head = '頭',
			head_format = '頭 (x%s)',
			head_vertical = false,
			helmet1 = '<span class="text-rarity text-rarity-common">Lv.1 (x%s)</span>',
			helmet2 = '<span class="text-rarity text-rarity-rare">Lv.2 (x%s)</span>',
			helmet3 = '<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%s)</span>',
			body = '胴',
			bodylegs = '胴・脚',
			gunshield = '+ガンシールド',
			legs = '脚 (x%s)',
			format = '(x%s)',
		},
		timetokill = {
			caption = 'キルタイム:',
			none = 'なし',
			none_level1 = 'なし・Lv.1',
			level1 = 'Lv.1',
			level123 = 'Lv.1, 2, 3/4',
			level2 = 'Lv.2',
			level23 = 'Lv.2, 3',
			level3 = 'Lv.3/4',
			format = '%d',
			unit = '&thinsp;ミリ秒',
		},
	},
}

return configuration