🌟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
(モバイル向けの軸の数値を「~k」表記に変更)
(頭や脚も考慮したスロット火力の算出の実装)
1行目: 1行目:
local aw        = require('Module:Utility/Library')
local aw        = require('Module:Utility/Library')
local apex      = require('Module:Utility/ApexLibrary')
local iu        = require('Module:Utility/Image')
local iu        = require('Module:Utility/Image')
local tableutil = require('Module:Utility/TableUtil/Apex')
local tableutil = require('Module:Utility/TableUtil/Apex')
6行目: 7行目:


local configuration = {
local configuration = {
__debug__enableAllHopup = false,
en = {
en = {
bodyshot  = 'Body',
dmgslot    = 'Damage per Slot',
dmgslot    = 'Damage per Slot',
graph      = 'Graph',
graph      = 'Graph',
headshot  = 'Head',
headlvl1  = 'Head w/Lvl1',
headlvl2  = 'Head w/Lvl2',
headlvl3  = 'Head w/Lvl3',
hopup      = 'Hop-Up',
hopup      = 'Hop-Up',
legsshot  = 'Legs',
infinity  = '∞',
infinity  = '∞',
maxcharge  = 'Max charge',
maxcharge  = 'Max charge',
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},
},
ja = {
ja = {
bodyshot  = '胴',
dmgslot    = 'スロット当たりのダメージ',
dmgslot    = 'スロット当たりのダメージ',
graph      = 'グラフ',
graph      = 'グラフ',
headshot  = '頭',
headlvl1  = '頭 (Lv.1)',
headlvl2  = '頭 (Lv.2)',
headlvl3  = '頭 (Lv.3)',
hopup      = 'ホップアップ',
hopup      = 'ホップアップ',
legsshot  = '脚',
infinity  = '∞',
infinity  = '∞',
maxcharge  = '最大溜め',
maxcharge  = '最大溜め',
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},
},
}
}
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
local mul  = data.pellets * data.slotammo
data.bodyDmgslot = fn(data.damage, 1)                              * mul
data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul
data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul
data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul
data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul
data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul
table.insert(dataset, data)
end


local p = {}
local p = {}
function p._main(args)
function p._main(args, __debug)
args = args or {}
args = args or {}
if __debug == nil then
__debug = true
end
local lang      = args.lang or 'ja'
local lang      = args.lang or 'ja'
52行目: 86行目:
local ammoPerShot = stat.ammo_per_shot or 1
local ammoPerShot = stat.ammo_per_shot or 1
local virtualAmmoPerSlot = math.floor(ammoPerSlot / ammoPerShot)
local baseDamage = stat.damage.base
local baseDamage = stat.damage.base
local baseData = {
local baseData = {
ammo      = stat.ammo,
ammo      = stat.ammo,
dmgslot  = virtualAmmoPerSlot * baseDamage,
damage    = baseDamage,
head      = stat.damage.headshot,
legs      = stat.damage.legshot,
name      = name,
name      = name,
pellets  = stat.pellet or 1,
shortname = stat.localization['Japanese_Short'],
shortname = stat.localization['Japanese_Short'],
slotammo  = math.floor(ammoPerSlot / ammoPerShot),
}
}
-- チャージビーム (チャージライフル)
-- チャージビーム (チャージライフル)
if stat.damage.beam then
if stat.damage.beam then
local tickData = aw.shallowCopy(baseData)
addData(dataset, baseData, function(val, mul)
tickData.dmgslot = virtualAmmoPerSlot * (baseDamage + stat.damage.beam.base * stat.damage.beam.ticks)
return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks
table.insert(dataset, tickData)
end)
-- 散弾 (ショットガン・トリプルテイク)
-- 散弾 (ショットガン・トリプルテイク)
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
local pelletData = aw.shallowCopy(baseData)
addData(dataset, 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)
-- 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
if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local pelletUnshieldedData = aw.shallowCopy(pelletData)
local pelletUnshieldedData = aw.shallowCopy(baseData)
pelletUnshieldedData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage) * stat.pellet
pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
pelletUnshieldedData.hopup  = { 'hammerpoint_rounds' }
pelletUnshieldedData.hopup  = { 'hammerpoint_rounds' }
table.insert(dataset, pelletUnshieldedData)
addData(dataset, pelletUnshieldedData)
end
end
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local minChargeData = aw.shallowCopy(baseData)
local minChargeData = aw.shallowCopy(baseData)
minChargeData.option = res.mincharge
minChargeData.option = res.mincharge
table.insert(dataset, minChargeData)
addData(dataset, minChargeData)
local maxChargeData = aw.shallowCopy(baseData)
local maxChargeData = aw.shallowCopy(baseData)
maxChargeData.dmgslot = virtualAmmoPerSlot * stat.damage.charged
maxChargeData.damage = stat.damage.charged
maxChargeData.option = res.maxcharge
maxChargeData.option = res.maxcharge
table.insert(dataset, maxChargeData)
addData(dataset, maxChargeData)
-- チャージが無効の場合の通常出力
-- チャージが無効の場合の通常出力
else
else
table.insert(dataset, baseData)
addData(dataset, baseData)
end
end
-- 増幅モード (センチネル)
-- 増幅モード (センチネル)
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
if aw.isNumberAndGreaterThanX(stat.damage.amped, baseDamage) then
local ampedData = aw.shallowCopy(baseData)
local ampedData = aw.shallowCopy(baseData)
ampedData.ammo   = ampedData.ammo .. '_amped'
ampedData.ammo   = ampedData.ammo .. '_amped'
ampedData.dmgslot = virtualAmmoPerSlot * stat.damage.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>'
ampedData.option = iu.item('シールドセル') .. '<span class="text-desktoponly"> 増幅モード</span>'
table.insert(dataset, ampedData)
addData(dataset, ampedData)
end
end
-- セレクトファイアレシーバー (ハボックライフル)
-- 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
if (__debug 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)
local selectfireReceiverData = aw.shallowCopy(baseData)
selectfireReceiverData.dmgslot = virtualAmmoPerSlot * stat.selectfire_receiver.damage.base
selectfireReceiverData.damage = stat.selectfire_receiver.damage.base
selectfireReceiverData.hopup   = { 'selectfire_receiver' }
selectfireReceiverData.hopup = { 'selectfire_receiver' }
table.insert(dataset, selectfireReceiverData)
addData(dataset, selectfireReceiverData)
end
end
-- ハンマーポイント弾 (P2020)
-- 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
if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
local hammerpointRoundsData = aw.shallowCopy(baseData)
local hammerpointRoundsData = aw.shallowCopy(baseData)
hammerpointRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.hammerpoint_rounds * baseDamage)
hammerpointRoundsData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
hammerpointRoundsData.hopup   = { 'hammerpoint_rounds' }
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
table.insert(dataset, hammerpointRoundsData)
addData(dataset, hammerpointRoundsData)
end
end
-- ディスラプター弾 (オルタネーター・RE-45オート)
-- 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
if (__debug or Hopup.disruptor_rounds.enabled or special) and aw.isNumberAndGreaterThanX(stat.damage.disruptor_rounds, 1) then
local disruptorRoundsData = aw.shallowCopy(baseData)
local disruptorRoundsData = aw.shallowCopy(baseData)
disruptorRoundsData.dmgslot = virtualAmmoPerSlot * math.floor(stat.damage.disruptor_rounds * baseDamage)
disruptorRoundsData.hopup = { 'disruptor_rounds' }
disruptorRoundsData.hopup   = { 'disruptor_rounds' }
addData(dataset, disruptorRoundsData, function(val)
table.insert(dataset, disruptorRoundsData)
return apex.calcDisruptorDamage(val, stat.damage.disruptor_rounds)
end)
end
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)
-- 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
if (__debug 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 anvilAmmoPerShot = stat.anvil_receiver.ammo_per_shot or 2
local anvilReceiverData = aw.shallowCopy(baseData)
local anvilReceiverData   = aw.shallowCopy(baseData)
anvilReceiverData.dmgslot = math.floor(ammoPerSlot / anvilAmmoPerShot) * stat.anvil_receiver.damage.base
anvilReceiverData.damage  = stat.anvil_receiver.damage.base
anvilReceiverData.hopup   = { 'anvil_receiver' }
anvilReceiverData.hopup   = { 'anvil_receiver' }
table.insert(dataset, anvilReceiverData)
anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)
addData(dataset, anvilReceiverData)
end
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)
-- 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 (__debug 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
if aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
local shatterCapsMinChargeData = aw.shallowCopy(baseData)
local shatterCapsMinChargeData   = aw.shallowCopy(baseData)
shatterCapsMinChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
shatterCapsMinChargeData.damage  = stat.shatter_caps.damage.base
shatterCapsMinChargeData.option  = res.mincharge
shatterCapsMinChargeData.option  = res.mincharge
shatterCapsMinChargeData.hopup  = { 'shatter_caps' }
shatterCapsMinChargeData.hopup  = { 'shatter_caps' }
table.insert(dataset, shatterCapsMinChargeData)
shatterCapsMinChargeData.pellets = stat.shatter_caps.pellet
addData(dataset, shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
local shatterCapsMaxChargeData = aw.shallowCopy(shatterCapsMinChargeData)
shatterCapsMaxChargeData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.charged * stat.shatter_caps.pellet
shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
shatterCapsMaxChargeData.option = res.maxcharge
shatterCapsMaxChargeData.option = res.maxcharge
table.insert(dataset, shatterCapsMaxChargeData)
addData(dataset, shatterCapsMaxChargeData)
else
else
local shatterCapsData = aw.shallowCopy(baseData)
local shatterCapsData = aw.shallowCopy(baseData)
shatterCapsData.dmgslot = virtualAmmoPerSlot * stat.shatter_caps.damage.base * stat.shatter_caps.pellet
shatterCapsData.damage  = stat.shatter_caps.damage.base
shatterCapsData.hopup  = { 'shatter_caps' }
shatterCapsData.hopup  = { 'shatter_caps' }
table.insert(dataset, shatterCapsData)
shatterCapsData.pellets = stat.shatter_caps.pellet
addData(dataset, shatterCapsData)
end
end
end
end
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end
end
local metadata = {
local metadata = {
tableutil.RankCell.new('', 'dmgslot', true),
tableutil.RankCell.new('', 'bodyDmgslot', true),
tableutil.AmmoCell.new('', 'ammo', {
tableutil.AmmoCell.new('', 'ammo', {
attributes     = { align = 'center' },
attributes = { align = 'center' },
headerStyle   = { width = '36px' },
cellClass  = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = { width = '36px' },
}),
}),
tableutil.WeaponNameCell.new(res.weaponname, 'name', {
tableutil.WeaponNameCell.new(res.weaponname, 'name', {
190行目: 232行目:
headerColspan  = 0,
headerColspan  = 0,
}),
}),
tableutil.LineValueCell.new(res.dmgslot, 'dmgslot', {
tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', {
cellClass  = 'st-mobile-graph st-mobile-textshadow st-mobile-last',
cellClass  = 'st-desktop',
footerClass = 'st-mobile-axis st-mobile-last',
footerClass = 'st-desktop',
format      = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', {
startIndex  = 'legsDmgslot',
endIndex    = 'lvl1Dmgslot',
cellClass  = 'st-mobile-graph st-mobile-textshadow',
footerClass = 'st-mobile-axis',
format      = formatFunction,
format      = formatFunction,
headerClass = 'st-mobile-last',
headerStyle = {
headerStyle = {
['min-width'] = '75px',
['min-width'] = '80px',
['max-width'] = '8em',
['max-width'] = '8em',
},
},
204行目: 257行目:
end
end
}),
}),
tableutil.LineCell.new(res.graph, 'dmgslot', {
tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', {
cellClass  = 'st-desktop',
footerClass = 'st-desktop',
format      = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', {
cellClass  = 'st-desktop',
footerClass = 'st-desktop',
format      = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', {
cellClass  = 'st-mobile-last',
footerClass = 'st-mobile-last',
format      = formatFunction,
headerClass = 'st-mobile-last',
headerStyle = {
['min-width'] = '40px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'bodyDmgslot', {
startIndex  = 'legsDmgslot',
endIndex    = 'lvl1Dmgslot',
cellClass  = 'st-desktop st-desktop-graph',
cellClass  = 'st-desktop st-desktop-graph',
footerClass = 'st-desktop',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
headerStyle = {
['min-width'] = '160px',
['min-width'] = '200px',
},
},
}),
}),
}
}
local node = tableutil.createTable(dataset, metadata, opts)
local node = tableutil.createTable(dataset, metadata)
return tostring(node)
return tostring(node)
end
end
223行目: 308行目:
args = getArgs(frame)
args = getArgs(frame)
return p._main(args)
return p._main(args, false)
end
end


return p
return p

2021年8月23日 (月) 18:09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:StatTable/DamagePerSlot/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',
		dmgslot    = 'Damage per Slot',
		graph      = 'Graph',
		headshot   = 'Head',
		headlvl1   = 'Head w/Lvl1',
		headlvl2   = 'Head w/Lvl2',
		headlvl3   = 'Head w/Lvl3',
		hopup      = 'Hop-Up',
		legsshot   = 'Legs',
		infinity   = '&infin;',
		maxcharge  = 'Max charge',
		mincharge  = 'Min charge',
		weaponname = 'Weapon name',
	},
	ja = {
		bodyshot   = '胴',
		dmgslot    = 'スロット当たりのダメージ',
		graph      = 'グラフ',
		headshot   = '頭',
		headlvl1   = '頭 (Lv.1)',
		headlvl2   = '頭 (Lv.2)',
		headlvl3   = '頭 (Lv.3)',
		hopup      = 'ホップアップ',
		legsshot   = '脚',
		infinity   = '&infin;',
		maxcharge  = '最大溜め',
		mincharge  = '最小溜め',
		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
	local mul  = data.pellets * data.slotammo
	data.bodyDmgslot = fn(data.damage, 1)                               * mul
	data.headDmgslot = fn(apex.calcPartDamage(data.damage, head), head) * mul
	data.lvl1Dmgslot = fn(apex.calcPartDamage(data.damage, lvl1), lvl1) * mul
	data.lvl2Dmgslot = fn(apex.calcPartDamage(data.damage, lvl2), lvl2) * mul
	data.lvl3Dmgslot = fn(apex.calcPartDamage(data.damage, lvl3), lvl3) * mul
	data.legsDmgslot = fn(apex.calcPartDamage(data.damage, legs), legs) * mul
	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 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 baseDamage = stat.damage.base
		local baseData = {
			ammo      = stat.ammo,
			damage    = baseDamage,
			head      = stat.damage.headshot,
			legs      = stat.damage.legshot,
			name      = name,
			pellets   = stat.pellet or 1,
			shortname = stat.localization['Japanese_Short'],
			slotammo  = math.floor(ammoPerSlot / ammoPerShot),
		}
		
		-- チャージビーム (チャージライフル)
		if stat.damage.beam then
			addData(dataset, baseData, function(val, mul)
				return val + apex.calcPartDamage(stat.damage.beam.base, mul) * stat.damage.beam.ticks
			end)
		
		-- 散弾 (ショットガン・トリプルテイク)
		elseif aw.isNumberAndGreaterThanX(stat.pellet, 1) then
			addData(dataset, baseData)
			
			-- ハンマーポイント弾 (モザンビーク)
			if (__debug or Hopup.hammerpoint_rounds.enabled) and aw.isNumberAndGreaterThanX(stat.damage.hammerpoint_rounds, 1) then
				local pelletUnshieldedData = aw.shallowCopy(baseData)
				pelletUnshieldedData.damage = math.floor(stat.damage.hammerpoint_rounds * baseDamage)
				pelletUnshieldedData.hopup  = { 'hammerpoint_rounds' }
				addData(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
				addData(dataset, minChargeData)
				
				local maxChargeData = aw.shallowCopy(baseData)
				maxChargeData.damage = stat.damage.charged
				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
			
			-- 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.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
			
			-- セレクトファイアレシーバー (ハボックライフル)
			if (__debug 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.damage = stat.selectfire_receiver.damage.base
				selectfireReceiverData.hopup  = { 'selectfire_receiver' }
				addData(dataset, selectfireReceiverData)
			end
				
			-- ハンマーポイント弾 (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
			
			-- ディスラプター弾 (オルタネーター・RE-45オート)
			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
				
			-- 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 (__debug 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.damage   = stat.anvil_receiver.damage.base
				anvilReceiverData.hopup    = { 'anvil_receiver' }
				anvilReceiverData.slotammo = math.floor(ammoPerSlot / anvilAmmoPerShot)
				addData(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 (__debug 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.damage  = stat.shatter_caps.damage.base
					shatterCapsMinChargeData.option  = res.mincharge
					shatterCapsMinChargeData.hopup   = { 'shatter_caps' }
					shatterCapsMinChargeData.pellets = stat.shatter_caps.pellet
					addData(dataset, shatterCapsMinChargeData)
						
					local shatterCapsMaxChargeData  = aw.shallowCopy(shatterCapsMinChargeData)
					shatterCapsMaxChargeData.damage = stat.shatter_caps.damage.charged
					shatterCapsMaxChargeData.option = res.maxcharge
					addData(dataset, shatterCapsMaxChargeData)
				else
					local shatterCapsData = aw.shallowCopy(baseData)
					shatterCapsData.damage  = stat.shatter_caps.damage.base
					shatterCapsData.hopup   = { 'shatter_caps' }
					shatterCapsData.pellets = stat.shatter_caps.pellet
					addData(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('', 'bodyDmgslot', true),
		tableutil.AmmoCell.new('', 'ammo', {
			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-dashed-left st-mobile-none-left st-mobile-padding0-left',
			headerColspan  = 0,
		}),
		tableutil.ValueCell.new(res.legsshot, 'legsDmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineValueCell.new(res.bodyshot, 'bodyDmgslot', {
			startIndex  = 'legsDmgslot',
			endIndex    = 'lvl1Dmgslot',
			cellClass   = 'st-mobile-graph st-mobile-textshadow',
			footerClass = 'st-mobile-axis',
			format      = formatFunction,
			headerStyle = {
				['min-width'] = '80px',
				['max-width'] = '8em',
			},
			preferredGridCount = 3,
			ticksFormat = function(val)
				return string.format('%sk', 0.001 * val)
			end
		}),
		tableutil.ValueCell.new(res.headlvl3, 'lvl3Dmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl2, 'lvl2Dmgslot', {
			cellClass   = 'st-desktop',
			footerClass = 'st-desktop',
			format      = formatFunction,
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.ValueCell.new(res.headlvl1, 'lvl1Dmgslot', {
			cellClass   = 'st-mobile-last',
			footerClass = 'st-mobile-last',
			format      = formatFunction,
			headerClass = 'st-mobile-last',
			headerStyle = {
				['min-width'] = '40px',
				['max-width'] = '4em',
			},
		}),
		tableutil.LineCell.new(res.graph, 'bodyDmgslot', {
			startIndex  = 'legsDmgslot',
			endIndex    = 'lvl1Dmgslot',
			cellClass   = 'st-desktop st-desktop-graph',
			footerClass = 'st-desktop',
			headerClass = 'st-desktop',
			headerStyle = {
				['min-width'] = '200px',
			},
		}),
	}
	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