🌟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/DamagePerSlot」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
(デスクトップとモバイルでグリットの表示方式を変更)
(LineCellのgrid実装によるgrid実現方法の変更)
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}),
}),
tableutil.LineValueCell.new(res.dmgslot, 'dmgslot', {
tableutil.LineValueCell.new(res.dmgslot, 'dmgslot', {
cellClass  = 'st-graph st-mobile-graph st-mobile-textshadow st-mobile-last',
cellClass  = 'st-mobile-graph st-mobile-textshadow st-mobile-last',
format      = formatFunction,
format      = formatFunction,
headerClass = 'st-graph st-mobile-graph st-mobile-last',
headerClass = 'st-mobile-graph st-mobile-last',
headerStyle = {
headerStyle = {
['min-width'] = '75px',
['min-width'] = '75px',
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}),
}),
tableutil.LineCell.new(res.graph, 'dmgslot', {
tableutil.LineCell.new(res.graph, 'dmgslot', {
cellClass  = 'st-graph st-desktop-graph',
cellClass  = 'st-desktop-graph',
headerClass = 'st-graph st-desktop-graph',
headerClass = 'st-desktop-graph',
headerStyle = {
headerStyle = {
['min-width'] = '160px',
['min-width'] = '160px',
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}),
}),
}
}
local opts = { tableClass = 'st-grid st-mobile-grid-2 st-desktop-grid-5' }
local node = tableutil.createTable(dataset, metadata, opts)
local node = tableutil.createTable(dataset, metadata, opts)
return tostring(node)
return tostring(node)

2021年8月21日 (土) 07:24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/DamagePerSlot/doc に作成できます

local aw        = require('Module:Utility/Library')
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 = {
	__debug__enableAllHopup = false,
	en = {
		dmgslot    = 'Damage per Slot',
		graph      = 'Graph',
		hopup      = 'Hop-Up',
		infinity   = '∞',
		maxcharge  = 'Max charge',
		mincharge  = 'Min charge',
		weaponname = 'Weapon name',
	},
	ja = {
		dmgslot    = 'スロット当たりのダメージ',
		graph      = 'グラフ',
		hopup      = 'ホップアップ',
		infinity   = '∞',
		maxcharge  = '最大溜め',
		mincharge  = '最小溜め',
		weaponname = '武器名',
	},
}

local p = {}
function p._main(args)
	args = args or {}
	
	local lang      = args.lang or 'ja'
	local res       = configuration[lang]
	local stats     = mw.loadData('Module:Stat/Weapon')
	local ammoStats = mw.loadData('Module:Stat/Ammo')
	
	local dataset = {}
	for name, stat in pairs(stats) do
		local special = aw.stringstarts(stat.ammo, 'special_')
		
		local ammoPerSlot
		if special or stat.ammo == 'minigun' then
			if type(stat.magazine) == 'table' then
				ammoPerSlot = stat.magazine[4] + stat.magazine_reserve
			else
				ammoPerSlot = stat.magazine + stat.magazine_reserve
			end
		else
			ammoPerSlot = ammoStats[stat.ammo].slot
		end
		
		local ammoPerShot = stat.ammo_per_shot or 1
		local virtualAmmoPerSlot = math.floor(ammoPerSlot / ammoPerShot)
		local baseDamage = stat.damage.base
		local baseData = {
			ammo      = stat.ammo,
			dmgslot   = virtualAmmoPerSlot * baseDamage,
			name      = name,
			shortname = stat.localization['Japanese_Short'],
		}
		
		-- チャージビーム (チャージライフル)
		if stat.damage.beam then
			local tickData = aw.shallowCopy(baseData)
			tickData.dmgslot = virtualAmmoPerSlot * (baseDamage + stat.damage.beam.base * stat.damage.beam.ticks)
			table.insert(dataset, tickData)
		
		-- 散弾 (ショットガン・トリプルテイク)
		elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
			local pelletData = aw.shallowCopy(baseData)
			pelletData.dmgslot = virtualAmmoPerSlot * baseDamage * stat.pellet
			table.insert(dataset, pelletData)
			
			-- ハンマーポイント弾 (モザンビーク)
			if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local pelletUnshieldedData = aw.shallowCopy(pelletData)
				pelletUnshieldedData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage) * stat.pellet
				pelletUnshieldedData.hopup  = { 'hammerpoint_rounds' }
				table.insert(dataset, pelletUnshieldedData)
			end
		
		-- それ以外
		else
			-- チャージ (30-30リピーター・ボセックコンパウンドボウ)
			if aw.isNumberAndGreaterThanX(stat.damage.charged, baseDamage) then
				local minChargeData = aw.shallowCopy(baseData)
				minChargeData.option = res.mincharge
				table.insert(dataset, minChargeData)
				
				local maxChargeData = aw.shallowCopy(baseData)
				maxChargeData.dmgslot = virtualAmmoPerSlot * stat.damage.charged
				maxChargeData.option = res.maxcharge
				table.insert(dataset, maxChargeData)
			
			-- チャージが無効の場合の通常出力
			else
				table.insert(dataset, baseData)
			end
			
			-- 増幅モード (センチネル)
			if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
				local ampedData = aw.shallowCopy(baseData)
				ampedData.ammo    = ampedData.ammo .. '_amped'
				ampedData.dmgslot = virtualAmmoPerSlot * stat.damage.amped
				ampedData.option  = iu.item('シールドセル') .. '<span class="text-desktoponly"> 増幅モード</span>'
				table.insert(dataset, ampedData)
			end
			
			-- セレクトファイアレシーバー (ハボックライフル)
			if (configuration.__debug__enableAllHopup or Hopup.selectfire_receiver.enabled) and stat.selectfire_receiver and stat.selectfire_receiver.damage and aw.isNumberAndGreaterThanX(stat.selectfire_receiver.damage.base, baseDamage) then
				local selectfireReceiverData = aw.shallowCopy(baseData)
				selectfireReceiverData.dmgslot = virtualAmmoPerSlot * stat.selectfire_receiver.damage.base
				selectfireReceiverData.hopup   = { 'selectfire_receiver' }
				table.insert(dataset, selectfireReceiverData)
			end
				
			-- ハンマーポイント弾 (P2020)
			if (configuration.__debug__enableAllHopup or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local hammerpointRoundsData = aw.shallowCopy(baseData)
				hammerpointRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage)
				hammerpointRoundsData.hopup   = { 'hammerpoint_rounds' }
				table.insert(dataset, hammerpointRoundsData)
			end
			
			-- ディスラプター弾 (オルタネーター・RE-45オート)
			if (configuration.__debug__enableAllHopup or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
				local disruptorRoundsData = aw.shallowCopy(baseData)
				disruptorRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.disruptor_rounds * baseDamage)
				disruptorRoundsData.hopup   = { 'disruptor_rounds' }
				table.insert(dataset, disruptorRoundsData)
			end
				
			-- アンビルレシーバー (VK-47フラットライン・R-301カービン)
			if (configuration.__debug__enableAllHopup or Hopup.anvil_receiver.enabled) and stat.anvil_receiver and aw.isNumberAndGreaterThanX(stat.anvil_receiver.damage.base, baseDamage) then
				local anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2
				local anvilReceiverData = aw.shallowCopy(baseData)
				anvilReceiverData.dmgslot = math.floor(ammoPerSlot / anvilAmmoPerShot) * stat.anvil_receiver.damage.base
				anvilReceiverData.hopup   = { 'anvil_receiver' }
				table.insert(dataset, anvilReceiverData)
			end
				
			-- シャッターキャップ (30-30リピーター・ボセックコンパウンドボウ)
			if (configuration.__debug__enableAllHopup or Hopup.shatter_caps.enabled) and stat.shatter_caps 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
					local shatterCapsMinChargeData = aw.shallowCopy(baseData)
					shatterCapsMinChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
					shatterCapsMinChargeData.option  = res.mincharge
					shatterCapsMinChargeData.hopup   = { 'shatter_caps' }
					table.insert(dataset, shatterCapsMinChargeData)
						
					local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
					shatterCapsMaxChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.charged * stat.shatter_caps.pellet
					shatterCapsMaxChargeData.option  = res.maxcharge
					table.insert(dataset, shatterCapsMaxChargeData)
				else
					local shatterCapsData = aw.shallowCopy(baseData)
					shatterCapsData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
					shatterCapsData.hopup   = { 'shatter_caps' }
					table.insert(dataset, shatterCapsData)
				end
			end
		end
	end
	
	local formatFunction = function(dmgslot)
		if dmgslot == math.huge then
			return res.infinity
		else
			return aw.comma(dmgslot)
		end
	end
	local metadata = {
		tableutil.RankCell.new('', 'dmgslot', true),
		tableutil.AmmoCell.new('', 'ammo', {
			attributes     = { align = 'center' },
			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-dashed-left st-mobile-none-left st-mobile-padding0-left',
			headerColspan  = 0,
		}),
		tableutil.LineValueCell.new(res.dmgslot, 'dmgslot', {
			cellClass   = 'st-mobile-graph st-mobile-textshadow st-mobile-last',
			format      = formatFunction,
			headerClass = 'st-mobile-graph st-mobile-last',
			headerStyle = {
				['min-width'] = '75px',
				['max-width'] = '8em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'dmgslot', {
			cellClass   = 'st-desktop-graph',
			headerClass = 'st-desktop-graph',
			headerStyle = {
				['min-width'] = '160px',
			},
		}),
	}
	local node = tableutil.createTable(dataset, metadata, opts)
	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)
end

return p