🌟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:StatTable/Damage」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
(最小幅の調整)
(数詞のフォーマットを外部関数に委託)
8行目: 8行目:
local configuration = {
local configuration = {
en = {
en = {
bodyshot                   = 'Body',
bodyshot   = 'Body',
fortified                   = 'Fortified',
fortified = 'Fortified',
graph                       = 'Graph',
graph     = 'Graph',
headshot                   = 'Head',
headshot   = 'Head',
headlvl1                   = iu.gear('ヘルメット', 1),
headlvl1   = iu.gear('ヘルメット', 1),
headlvl2                   = iu.gear('ヘルメット', 2),
headlvl2   = iu.gear('ヘルメット', 2),
headlvl3                   = iu.gear('ヘルメット', 3),
headlvl3   = iu.gear('ヘルメット', 3),
legsshot                   = 'Legs',
legsshot   = 'Legs',
maxcharge                   = 'Max charge',
maxcharge = 'Max charge',
mincharge                   = 'Min charge',
mincharge = 'Min charge',
normal                      = 'Normal',
mixins    = '%s | %s',
pellet                      = '1 pellet',
normal    = 'Normal',
pelletsFormat              = '%d pellets',
pellets    = {
pelletWithAdditional        = '%s | 1 pellet',
'1 pellet',
pelletsWithAdditionalFormat = '%s | %d pellets',
'%d pellets',
tick                        = '1 tick',
},
ticksFormat                = '%d ticks',
ticks      = {
weaponname                 = 'Weapon name',
'1 tick',
'%d ticks',
},
weaponname = 'Weapon name',
},
},
ja = {
ja = {
bodyshot                   = '胴',
bodyshot   = '胴',
fortified                   = '鉄壁',
fortified = '鉄壁',
graph                       = 'グラフ',
graph     = 'グラフ',
headshot                   = '頭',
headshot   = '頭',
headlvl1                   = iu.gear('ヘルメット', 1),
headlvl1   = iu.gear('ヘルメット', 1),
headlvl2                   = iu.gear('ヘルメット', 2),
headlvl2   = iu.gear('ヘルメット', 2),
headlvl3                   = iu.gear('ヘルメット', 3),
headlvl3   = iu.gear('ヘルメット', 3),
legsshot                   = '脚',
legsshot   = '脚',
maxcharge                   = '最大溜め',
maxcharge = '最大溜め',
mincharge                   = '最小溜め',
mincharge = '最小溜め',
normal                      = '通常',
mixins    = '%s・%s',
pellet                      = '1 片',
normal    = '通常',
pelletsFormat              = '%d 片',
pellets    = { '%d 片' },
pelletWithAdditional        = '%s・1 片',
ticks      = { '%d チック' },
pelletsWithAdditionalFormat = '%s・%d 片',
weaponname = '武器名',
tick                        = '1 チック',
ticksFormat                = '%d チック',
weaponname                 = '武器名',
},
},
}
}
97行目: 97行目:
if stat.damage.beam then
if stat.damage.beam then
for t = 0, stat.damage.beam.ticks do
for t = 0, stat.damage.beam.ticks do
local tickData = aw.shallowCopy(baseData)
local tickData = aw.shallowCopy(baseData)
if t ~= 1 then
tickData.option = aw.getQuantityString(res.ticks, t)
tickData.option = string.format(res.ticksFormat, t)
else
tickData.option = res.tick
end
addData(dataset, tickData, function(val, part, passive)
addData(dataset, tickData, function(val, part, passive)
return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * t
return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * t
111行目: 107行目:
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
for p = 1, stat.pellet do
for p = 1, stat.pellet do
local pelletData = aw.shallowCopy(baseData)
local pelletData   = aw.shallowCopy(baseData)
if p > 1 then
pelletData.option = aw.getQuantityString(res.pellets, p)
pelletData.option = string.format(res.pelletsFormat, p)
else
pelletData.option = res.pellet
end
pelletData.pellets = p
pelletData.pellets = p
addData(dataset, pelletData)
addData(dataset, pelletData)
219行目: 211行目:
shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot
shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot
end
end
if p > 1 then
shatterCapsMinChargeData.option = string.format(res.mixins, res.mincharge, aw.getQuantityString(res.pellets, p))
shatterCapsMinChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.mincharge, p)
else
shatterCapsMinChargeData.option = string.format(res.pelletWithAdditional, res.mincharge)
end
shatterCapsMinChargeData.pellets = p
shatterCapsMinChargeData.pellets = p
addData(dataset, shatterCapsMinChargeData)
addData(dataset, shatterCapsMinChargeData)
235行目: 223行目:
shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged
shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged
end
end
if p > 1 then
shatterCapsMaxChargeData.option = string.format(res.mixins, res.maxcharge, aw.getQuantityString(res.pellets, p))
shatterCapsMaxChargeData.option = string.format(res.pelletsWithAdditionalFormat, res.maxcharge, p)
else
shatterCapsMaxChargeData.option = string.format(res.pelletWithAdditional, res.maxcharge)
end
addData(dataset, shatterCapsMaxChargeData)
addData(dataset, shatterCapsMaxChargeData)
end
end
253行目: 237行目:
shatterCapsData.legs = stat.shatter_caps.damage.legshot
shatterCapsData.legs = stat.shatter_caps.damage.legshot
end
end
if p > 1 then
shatterCapsData.option = aw.getQuantityString(res.pellets, p)
shatterCapsData.option = string.format(res.pelletsFormat, p)
else
shatterCapsData.option = res.pellet
end
addData(dataset, shatterCapsData)
addData(dataset, shatterCapsData)
end
end

2021年8月30日 (月) 18:23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:StatTable/Damage/doc に作成できます

local aw        = require('Module:Utility/Library')
local apex      = require('Module:Utility/ApexLibrary')
local iu        = require('Module:Utility/Image')
local tableutil = require('Module:Utility/TableUtil/Apex')
local Hopup     = mw.loadData('Module:Stat/Hopup')
local getArgs  -- lazily initialized

local configuration = {
	en = {
		bodyshot   = 'Body',
		fortified  = 'Fortified',
		graph      = 'Graph',
		headshot   = 'Head',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		legsshot   = 'Legs',
		maxcharge  = 'Max charge',
		mincharge  = 'Min charge',
		mixins     = '%s | %s',
		normal     = 'Normal',
		pellets    = {
			'1 pellet',
			'%d pellets',
		},
		ticks      = {
			'1 tick',
			'%d ticks',
		},
		weaponname = 'Weapon name',
	},
	ja = {
		bodyshot   = '胴',
		fortified  = '鉄壁',
		graph      = 'グラフ',
		headshot   = '頭',
		headlvl1   = iu.gear('ヘルメット', 1),
		headlvl2   = iu.gear('ヘルメット', 2),
		headlvl3   = iu.gear('ヘルメット', 3),
		legsshot   = '脚',
		maxcharge  = '最大溜め',
		mincharge  = '最小溜め',
		mixins     = '%s・%s',
		normal     = '通常',
		pellets    = { '%d 片' },
		ticks      = { '%d チック' },
		weaponname = '武器名',
	},
}

local function addData(dataset, data, fn)
	fn = fn or function(val) return val end
	
	local head = data.head
	local lvl1 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV1)
	local lvl2 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV2)
	local lvl3 = apex.calcHeadshotMultiplier(head, apex.HEAD_HLMLV3)
	local legs = data.legs
	data.bodyDamage = fn(data.damage, 1, 1)                               * data.pellets
	data.headDamage = fn(apex.calcPartDamage(data.damage, head), head, 1) * data.pellets
	data.lvl1Damage = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * data.pellets
	data.lvl2Damage = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * data.pellets
	data.lvl3Damage = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * data.pellets
	data.legsDamage = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * data.pellets
	data.flL1Damage = fn(apex.calcDamageFromPartAndPassive(data.damage, lvl1, 0.85), lvl1, 0.85) * data.pellets
	data.flLgDamage = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * data.pellets
	table.insert(dataset, data)
end

local p = {}
function p._main(args, __debug)
	args = args or {}
	if __debug == nil then
		__debug = true
	end
	
	local lang  = args.lang or 'ja'
	local res   = configuration[lang]
	local stats = mw.loadData('Module:Stat/Weapon')
	
	local dataset = {}
	for name, stat in pairs(stats) do
		local baseDamage = stat.damage.base
		local baseData = {
			ammo      = stat.ammo,
			ammoicon  = stat.ammo,
			damage    = stat.damage.base,
			head      = stat.damage.headshot,
			legs      = stat.damage.legshot,
			name      = name,
			pellets   = stat.pellet or 1,
			shortname = stat.localization['Japanese_Short'],
		}
		local special = aw.stringstarts(stat.ammo, 'special_')
		
		-- Charge Rifle
		if stat.damage.beam then
			for t = 0, stat.damage.beam.ticks do
				local tickData  = aw.shallowCopy(baseData)
				tickData.option = aw.getQuantityString(res.ticks, t)
				addData(dataset, tickData, function(val, part, passive)
					return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * t
				end)
			end
		
		-- 散弾 (ショットガン・トリプルテイク)
		elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
			for p = 1, stat.pellet do
				local pelletData   = aw.shallowCopy(baseData)
				pelletData.option  = aw.getQuantityString(res.pellets, p)
				pelletData.pellets = p
				addData(dataset, pelletData)
				
				-- Hammerpoint Rounds (Mozambique Shotgun)
				if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
					local pelletUnshieldedData  = aw.shallowCopy(pelletData)
					pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
					pelletUnshieldedData.hopup  = { 'hammerpoint_rounds' }
					addData(dataset, pelletUnshieldedData)
				end
			end 
		
		-- Other
		else
			-- Chargefire
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
				baseData.option = res.mincharge
				addData(dataset, baseData)
				
				local maxChargeData  = aw.shallowCopy(baseData)
				maxChargeData.damage = stat.damage.charged
				if stat.damage.headshot_charged then
					maxChargeData.head = stat.damage.headshot_charged
				end
				if stat.damage.legshot_charged then
					maxChargeData.legs = stat.damage.legshot_charged
				end
				maxChargeData.option = res.maxcharge
				addData(dataset, maxChargeData)
			
			-- チャージが無効の場合の通常出力
			else
				addData(dataset, baseData)
			end
			
			-- Amped mode
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
				local ampedData    = aw.shallowCopy(baseData)
				ampedData.ammoicon = stat.ammo .. '_amped'
				ampedData.damage   = stat.damage.amped
				ampedData.option   = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>'
				addData(dataset, ampedData)
			end
			
			-- Selectfire Receiver (HAVOC Rifle)
			if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
				local selectfireReceiverData = aw.shallowCopy(baseData)
				selectfireReceiverData.damage = stat.selectfire_receiver.damage.base or stat.damage.base
				if stat.selectfire_receiver.damage.headshot then
					selectfireReceiverData.head = stat.selectfire_receiver.damage.headshot
				end
				selectfireReceiverData.hopup = { 'selectfire_receiver' }
				if stat.selectfire_receiver.damage.legshot then
					selectfireReceiverData.legs = stat.selectfire_receiver.damage.legshot
				end
				addData(dataset, selectfireReceiverData)
			end
				
			-- Hammerpoint Rounds (P2020)
			if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local hammerpointRoundsData  = aw.shallowCopy(baseData)
				hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
				hammerpointRoundsData.hopup  = { 'hammerpoint_rounds' }
				addData(dataset, hammerpointRoundsData)
			end
			
			-- Disruptor Rounds
			if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
				local disruptorRoundsData = aw.shallowCopy(baseData)
				disruptorRoundsData.hopup = { 'disruptor_rounds' }
				addData(dataset, disruptorRoundsData, function(val)
					return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
				end)
			end
				
			-- Anvil Receiver
			if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == 'table' and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
				local anvilReceiverData = aw.shallowCopy(baseData)
				anvilReceiverData.damage = stat.anvil_receiver.damage.base
				if stat.anvil_receiver.damage.headshot then
					anvilReceiverData.head = stat.anvil_receiver.damage.headshot
				end
				anvilReceiverData.hopup = { 'anvil_receiver' }
				if stat.anvil_receiver.damage.legshot then
					anvilReceiverData.legs = stat.anvil_receiver.damage.legshot
				end
				addData(dataset, anvilReceiverData)
			end
				
			-- Shatter Caps
			if (__debug or Hopup.shatter_caps.enabled) and type(stat.shatter_caps) == 'table' and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.base, 1) and aw.isNumberAndGreaterThanX(stat.shatter_caps.pellet, 1) then
				if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
					for p = 1, stat.shatter_caps.pellet do
						local shatterCapsMinChargeData = aw.shallowCopy(baseData)
						shatterCapsMinChargeData.damage = stat.shatter_caps.damage.base
						if stat.shatter_caps.damage.headshot then
							shatterCapsMinChargeData.head = stat.shatter_caps.damage.headshot
						end
						shatterCapsMinChargeData.hopup = { 'shatter_caps' }
						if stat.shatter_caps.damage.legshot then
							shatterCapsMinChargeData.legs = stat.shatter_caps.damage.legshot
						end
						shatterCapsMinChargeData.option = string.format(res.mixins, res.mincharge, aw.getQuantityString(res.pellets, p))
						shatterCapsMinChargeData.pellets = p
						addData(dataset, shatterCapsMinChargeData)
						
						local shatterCapsMaxChargeData  = aw.shallowCopy(shatterCapsMinChargeData)
						shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
						if stat.shatter_caps.damage.headshot_charged then
							shatterCapsMaxChargeData.head = stat.shatter_caps.damage.headshot_charged
						end
						if stat.shatter_caps.damage.legshot_charged then
							shatterCapsMaxChargeData.legs = stat.shatter_caps.damage.legshot_charged
						end
						shatterCapsMaxChargeData.option = string.format(res.mixins, res.maxcharge, aw.getQuantityString(res.pellets, p))
						addData(dataset, shatterCapsMaxChargeData)
					end
				else
					for p = 1, stat.shatter_caps.pellet do
						local shatterCapsData  = aw.shallowCopy(baseData)
						shatterCapsData.damage = stat.shatter_caps.damage.base
						if stat.shatter_caps.damage.headshot then
							shatterCapsData.head = stat.shatter_caps.damage.headshot
						end
						shatterCapsData.hopup  = { 'shatter_caps' }
						if stat.shatter_caps.damage.legshot then
							shatterCapsData.legs = stat.shatter_caps.damage.legshot
						end
						shatterCapsData.option = aw.getQuantityString(res.pellets, p)
						addData(dataset, shatterCapsData)
					end
				end
			end
		end
	end
	
	local metadata = {
		tableutil.RankCell.new('', 'bodyDamage', true),
		tableutil.AmmoCell.new('', 'ammoicon', {
			attributes  = { align = 'center' },
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = { width = '36px' },
		}),
		tableutil.WeaponNameCell.new(res.weaponname, 'name', {
			ammoIndex      = 'ammo',
			attributes     = { align = 'left' },
			cellClass      = 'st-dashed-right st-mobile-none-right st-mobile-padding0-right',
			headerColspan  = 2,
			optionIndex    = 'option',
			shortnameIndex = 'shortname',
		}),
		tableutil.HopupCell.new(res.hopup, 'hopup', {
			attributes     = { align = 'left' },
			cellClass      = 'st-mobile-padding0-both',
			headerColspan  = 0,
		}),
		tableutil.ValueCell.new(res.legsshot, 'legsDamage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '50px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineValueCell.new(res.bodyshot, 'bodyDamage', {
			startIndex    = 'legsDamage',
			endIndex      = 'lvl1Damage',
			subStartIndex = 'flLgDamage',
			subEndIndex   = 'flL1Damage',
			cellClass     = 'st-mobile-graph st-mobile-medium st-mobile-textshadow',
			footerClass   = 'st-mobile-axis',
			headerStyle   = {
				['min-width'] = '50px',
				['max-width'] = '4em',
			},
			itemName      = res.normal,
			subItemName   = res.fortified,
			maximumValue  = 150,
			preferredGridCount = 3,
		}),
		tableutil.ValueCell.new(res.headlvl3, 'lvl3Damage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '50px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl2, 'lvl2Damage', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '50px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl1, 'lvl1Damage', {
			cellClass   = 'st-mobile-last',
			footerClass = 'st-mobile-last',
			headerClass = 'st-mobile-last',
			headerStyle = {
				['min-width'] = '50px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'bodyDamage', {
			startIndex    = 'legsDamage',
			endIndex      = 'lvl1Damage',
			subStartIndex = 'flLgDamage',
			subEndIndex   = 'flL1Damage',
			cellClass     = 'st-desktop st-desktop-graph',
			footerClass   = 'st-desktop',
			headerClass   = 'st-desktop',
			headerStyle   = {
				['min-width'] = '200px',
			},
			itemName      = res.normal,
			subItemName   = res.fortified,
			maximumValue  = 200,
		}),
	}
	local node = tableutil.createTable(dataset, metadata)
	return tostring(node)
end

function p.main(frame)
	if not getArgs then
		getArgs = require('Module:Arguments').getArgs
	end
	args = getArgs(frame)
	
	return p._main(args, false)
end

return p