🌟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:WeaponInfobox/DPS」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
(ハボックライフルのセレクトファイアレシーバーのDPS表示が立ち上がり時間を考慮していないものになっていた不具合を修正)
(近距離ダメージと超遠距離ダメージが等しい場合のヘッドショット有効射程の判定を追加)
142行目: 142行目:
}
}
if nearDamage == verfarDamage then
if nearDamage == verfarDamage then
ret.hed1min = ret.hed1max
if verfarDistance > headDistance then
ret.hed2min = ret.hed2max
ret.hed1min = ret.bodymax
ret.hed3min = ret.hed3max
ret.hed2min = ret.bodymax
ret.hed3min = ret.bodymax
else
ret.hed1min = ret.hed1max
ret.hed2min = ret.hed2max
ret.hed3min = ret.hed3max
end
ret.bodymin = ret.bodymax
ret.bodymin = ret.bodymax
ret.legsmin = ret.legsmax
ret.legsmin = ret.legsmax

2021年9月12日 (日) 10:31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:WeaponInfobox/DPS/doc に作成できます

require('Module:Utility/mw.html Extensions')

local p = {}
local cfg = mw.loadData('Module:WeaponInfobox/configuration')

local aw    = require('Module:Utility/Library')
local apex  = require('Module:Utility/ApexLibrary')
local iu    = require('Module:Utility/Image')
local proto = require('Module:Utility/Prototypes')
local table = require('Module:TableExtensions')

-- Constants
local leftBorder = {
	['border-left-width'] = '1px',
	['border-left-style'] = 'solid',
}
local leftBorderWithoutTopRightBorder = {
	['border-top'] = '0 none transparent',
	['border-right'] = '0 none transparent',
	['border-left-width'] = '1px',
	['border-left-style'] = 'solid',
}

local empty = {}
local steplessChargeRates = { 0.5, 1 }
local structures = {
	{
		levels = 1,
		root  = empty,
	},
	{
		levels = 2,
		root   = { colspan = 2 },
		level2 = { offset  = 1 },
		extra  = { offset  = 1 },
	},
	{
		levels = 3,
		root   = { colspan = 3 },
		level2 = { colspan = 2, offset  = 1 },
		level3 = { offset  = 2, styles = { nil, { leftBorder = true } } },
		extra  = { offset  = 2 },
	},
}

-- Protos
local MultipleProto = {
	proto.NumberRange(0),
	proto.NumberRange(0),
	proto.NumberRange(0),
	proto.NumberRange(0),
}
local DamageProto = {
	damage_near_value     = proto.NumberRange(1),
	damage_very_far_value = proto.NumberRange(1),
}
local AltfireProto = {
	altfire = {
		firerate = proto.NumberRange(0),
	}
}
local RevvedUpProto = {
	firerate_revvedup = proto.NumberRange(1),
}
local BurstProto = {
	burst_count = proto.NumberRange(2),
	burst_delay = proto.NumberRange(0),
	firerate    = proto.NumberRange(0),
}
local MultipleBurstProto = {
	burst_count = proto.NumberRange(2),
	burst_delay = MultipleProto,
	firerate    = proto.NumberRange(0),
}
local ShatterCapsProto = {
	damage_near_value     = proto.NumberRange(1),
	damage_very_far_value = proto.NumberRange(1),
	damage_head_scale     = proto.NumberRange(1),
	damage_legs_scale     = proto.NumberRange(0, 1),
	pellet                = proto.NumberRange(2),
}

-- Get property
local function getProperty(stat, stat2, key, defaultValue)
	if aw.isNumber(stat[key]) then
		return stat[key]
	elseif aw.isNumber(stat2[key]) then
		return stat2[key]
	else
		return defaultValue
	end
end

-- Get multiple number property
local function getMultipleNumberProperty(stat, stat2, key, defaultValue)
	if proto.validateTypes(stat[key], MultipleProto) then
		return stat[key]
	elseif proto.validateTypes(stat2[key], MultipleProto) then
		return stat2[key]
	else
		return defaultValue
	end
end

-- Get property
local function getBooleanProperty(stat, stat2, key, defaultValue)
	if type(stat[key]) == 'boolean' then
		return stat[key]
	elseif type(stat2[key]) == 'boolean' then
		return stat2[key]
	else
		return defaultValue
	end
end

-- Calc base damages
local function calcBaseDamages(stat, stat2, chargeRate)
	chargeRate = chargeRate or 0
	
	local chargeAddScale = getProperty(stat, stat2, 'charge_additional_scale', 0)
	local nearDamage     = getProperty(stat, stat2, 'damage_near_value', 0)
	local verfarDamage   = getProperty(stat, stat2, 'damage_very_far_value', nil)    or getProperty(stat, stat2, 'damage_far_value', 0)
	local verfarDistance = getProperty(stat, stat2, 'damage_very_far_distance', nil) or getProperty(stat, stat2, 'damage_far_distance', 15748)
	if chargeRate > 0 then
		local mul = 1 + chargeRate * chargeAddScale
		nearDamage   = aw.round(nearDamage   * mul)
		verfarDamage = aw.round(verfarDamage * mul)
	end
	
	local headDistance = getProperty(stat, stat2, 'damage_head_distance', math.huge)
	local headScale    = getProperty(stat, stat2, 'damage_head_scale', 1)
	local headLv1Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV1)
	local headLv2Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV2)
	local headLv3Scale = apex.calcHeadshotMultiplier(headScale, apex.HEAD_HLMLV3)
	local legsScale    = getProperty(stat, stat2, 'damage_legs_scale', 1)
	local ret = {
		hed1max = apex.calcPartDamage(nearDamage, headLv1Scale),
		hed2max = apex.calcPartDamage(nearDamage, headLv2Scale),
		hed3max = apex.calcPartDamage(nearDamage, headLv3Scale),
		bodymax = nearDamage,
		legsmax = apex.calcPartDamage(nearDamage, legsScale),
	}
	if nearDamage == verfarDamage then
		if verfarDistance > headDistance then
			ret.hed1min = ret.bodymax
			ret.hed2min = ret.bodymax
			ret.hed3min = ret.bodymax
		else
			ret.hed1min = ret.hed1max
			ret.hed2min = ret.hed2max
			ret.hed3min = ret.hed3max
		end
		ret.bodymin = ret.bodymax
		ret.legsmin = ret.legsmax
	elseif verfarDistance > headDistance then
		ret.hed1min = verfarDamage
		ret.hed2min = verfarDamage
		ret.hed3min = verfarDamage
		ret.bodymin = verfarDamage
		ret.legsmin = apex.calcPartDamage(verfarDamage, legsScale)
	else
		ret.hed1min = apex.calcPartDamage(verfarDamage, headLv1Scale)
		ret.hed2min = apex.calcPartDamage(verfarDamage, headLv2Scale)
		ret.hed3min = apex.calcPartDamage(verfarDamage, headLv3Scale)
		ret.bodymin = verfarDamage
		ret.legsmin = apex.calcPartDamage(verfarDamage, legsScale)
	end
	return ret
end

-- Apply perk scale (Low Profile / Fortified) to damages
local function applyPerkToDamages(damages, perk, useRound)
	if perk ~= 1 then
		return table.mapValues(damages, function(damage)
			return apex.calcPassiveDamage(damage, perk, { round = useRound })
		end)
	else
		return damages
	end
end

-- Apply fresh scale to damages (BEFORE PERK SCALE)
local function applyUnshieldScaleToDamages(stat, stat2, damages)
	local unshieldedScale = getProperty(stat, stat2, 'damage_unshielded_scale', 0)
	if unshieldedScale > 1 then
		return table.mapValues(damages, function(damage)
			return apex.calcHammerpointDamage(damage, unshieldedScale)
		end)
	else
		return damages
	end
end

-- Apply shield scale to damages (AFTER PERK SCALE)
local function applyShieldScaleToDamages(stat, stat2, damages)
	local shieldScale = getProperty(stat, stat2, 'damage_shield_scale', 0)
	if shieldScale > 1 then
		return table.mapValues(damages, function(damage)
			return apex.calcDisruptorDamage(damage, shieldScale)
		end)
	else
		return damages
	end
end

-- Calc DPSs
local function calcDPSs(stat, stat2, damages, firerate)
	local pellets = getProperty(stat, stat2, 'pellet', 1)
	--[[if pellets >= 2 then
		return table.map(damages, function(key, damage)
			if aw.stringends(key, 'max') then
				return damage * firerate * pellets
			else
				return damage * firerate
			end
		end)
	else]]
		return table.mapValues(damages, function(damage)
			return damage * firerate * pellets
		end)
	--end
end

-- Calc firerates
local function calcFirerates(stat, stat2, chargeRate)
	chargeRate = chargeRate or 0
	
	local charge    = getProperty(stat, stat2, 'charge', 0)
	local firerate
	local rechamber = getMultipleNumberProperty(stat, stat2, 'rechamber', nil)
	if rechamber then
		firerate = getProperty(stat, stat2, 'firerate', 1)
	else
		firerate = getMultipleNumberProperty(stat, stat2, 'firerate', { 1, 1.15, 1.25, 1.35 })
	end
	
	if proto.validateTypes(stat, MultipleBurstProto) then
		firerate = {
			apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[1], stat.firerate),
			apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[2], stat.firerate),
			apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[3], stat.firerate),
			apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay[4], stat.firerate),
		}
	elseif rechamber then
		if charge > 0 then
			firerate = {
				apex.calcRechamberFirerate(firerate, rechamber[1] + chargeRate * charge),
				apex.calcRechamberFirerate(firerate, rechamber[2] + chargeRate * charge),
				apex.calcRechamberFirerate(firerate, rechamber[3] + chargeRate * charge),
				apex.calcRechamberFirerate(firerate, rechamber[4] + chargeRate * charge),
			}
		else
			firerate = {
				apex.calcRechamberFirerate(firerate, rechamber[1]),
				apex.calcRechamberFirerate(firerate, rechamber[2]),
				apex.calcRechamberFirerate(firerate, rechamber[3]),
				apex.calcRechamberFirerate(firerate, rechamber[4]),
			}
		end
	end
	return firerate
end

-- Calc firerate
local function calcFirerate(stat, stat2, chargeRate)
	chargeRate = chargeRate or math.max(0, getProperty(stat, stat2, 'charge_minimum', 0))
	
	local charge    = getProperty(stat, stat2, 'charge', 0)
	local firerate  = getProperty(stat, stat2, 'firerate', 1)
	local raise     = getProperty(stat, stat2, 'raise', 0)
	local rechamber = getProperty(stat, stat2, 'rechamber', 0)
	local semiauto  = getBooleanProperty(stat, stat2, 'is_semi_auto', false)
	
	if proto.validateTypes(stat, BurstProto) then
		firerate = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate)
	elseif rechamber > 0 then
		if charge > 0 then
			firerate = apex.calcRechamberFirerate(firerate, rechamber + chargeRate * charge)
		else
			firerate = apex.calcRechamberFirerate(firerate, rechamber)
		end
	elseif charge > 0 then
		firerate = apex.calcRechamberFirerate(firerate, chargeRate * charge)
	elseif semiauto and raise > 0 then
		firerate = apex.calcRechamberFirerate(firerate, raise)
	end
	return firerate
end

local function renderDPSRow(tbl, name, dps, structure, opts)
	local row = tbl:tag('tr')
	if aw.isNumberAndGreaterThanOrEqualToX(structure.offset, 1) then
		for i = 1, structure.offset do
			local hasLeftBorder = structure.styles and structure.styles[i] and structure.styles[i].leftBorder
			if hasLeftBorder then
				row:tag('th')
					:css(leftBorderWithoutTopRightBorder)
					:wikitext(' ')
			else
				row:tag('th')
					:css('border', '0 none transparent')
					:wikitext(' ')
			end
		end
	end
	row:tag('th')
		:attrIf(aw.isNumber(structure.colspan), { colspan = structure.colspan })
		:cssIf(aw.isNumberAndGreaterThanZero(structure.offset), leftBorder)
		:wikitext(name)
	
	if opts.legsoff then
		row:tag('td')
			:attr('align', 'right')
			:wikitext(opts.format(dps.bodymax, dps.bodymin))
	elseif dps.legsmax == dps.bodymax and dps.legsmin == dps.bodymin then
		row:tag('td')
			:attr({ align = 'right', colspan = 2 })
			:wikitext(opts.format(dps.bodymax, dps.bodymin))
			:done()
	else
		row
			:tag('td')
				:attr('align', 'right')
				:wikitext(opts.format(dps.legsmax, dps.legsmin))
				:done()
			:tag('td')
				:attr('align', 'right')
				:wikitext(opts.format(dps.bodymax, dps.bodymin))
	end
	
	row
		:tag('td')
			:attr('align', 'right')
			:wikitext(opts.format(dps.hed3max, dps.hed3min))
			:done()
		:tag('td')
			:attr('align', 'right')
			:wikitext(opts.format(dps.hed2max, dps.hed2min))
			:done()
		:tag('td')
			:attr('align', 'right')
			:wikitext(opts.format(dps.hed1max, dps.hed1min))
end

-- Render the header node
local function renderHeader(tbl, opts)
	local header = tbl:tag('tr'):tag('th')
		:attrIf(opts.structure.levels > 1, { colspan = opts.structure.levels })
		:wikitext('')
		:done()
	if opts.legsoff then
		header:tag('th'):wikitext(opts.cfg.part.bodylegs)
	else
		header
			:tag('th'):wikitext(opts.cfg.part.legs):done()
			:tag('th'):wikitext(opts.cfg.part.body)
	end
	header
		:tag('th'):wikitext(iu.gear('helmet', 3))
		:tag('th'):wikitext(iu.gear('helmet', 2))
		:tag('th'):wikitext(iu.gear('helmet', 1))
end

-- Render the DPS section for Shotguns
local function renderShotgunDPSSection(tbl, name, stat, baseDamages, chargeLevels, firerates, perk, opts)
	local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round)
	
	-- Normal
	local dps = calcDPSs(stat, empty, perkDamages, firerates[1])
	renderDPSRow(tbl, name, dps, opts.structure.root, opts)
	
	-- w/bolt lvl1
	local label = iu.attachment('ショットガンボルト', 1)
	dps = calcDPSs(stat, empty, perkDamages, firerates[2])
	renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	
	-- w/bolt lvl2
	label = iu.attachment('ショットガンボルト', 2)
	dps = calcDPSs(stat, empty, perkDamages, firerates[3])
	renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	
	-- w/bolt lvl3
	label = iu.attachment('ショットガンボルト', 3)
	dps = calcDPSs(stat, empty, perkDamages, firerates[4])
	renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	
	
	-- Hop-ups
	for _, metadata in ipairs(opts.hopups) do
		local label = iu.hopup(metadata.key)
		local hopupStat    = stat[metadata.key]
		local baseDamages  = calcBaseDamages(hopupStat, stat)
		local perkDamages  = applyPerkToDamages(baseDamages, perk, opts.round)
		local chargeLevels = getProperty(hopupStat, stat, 'charge_levels', 1)
		local firerates     = calcFirerates(hopupStat, stat)
		
		-- Normal
		local dps = calcDPSs(hopupStat, stat, perkDamages, firerates[1])
		renderDPSRow(tbl, label, dps, opts.structure.level2, opts)
		
		-- w/bolt lvl1
		label = iu.attachment('ショットガンボルト', 1)
		dps = calcDPSs(hopupStat, stat, perkDamages, firerates[2])
		renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
		
		-- w/bolt lvl2
		label = iu.attachment('ショットガンボルト', 2)
		dps = calcDPSs(hopupStat, stat, perkDamages, firerates[3])
		renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
		
		-- w/bolt lvl3
		label = iu.attachment('ショットガンボルト', 3)
		dps = calcDPSs(hopupStat, stat, perkDamages, firerates[4])
		renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
	end
end

-- Render the DPS section (Normal weapons)
local function renderNormalDPSSection(tbl, name, stat, baseDamages, chargeLevels, firerate, perk, opts)
	local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round)
	
	-- Normal
	local dps = calcDPSs(stat, empty, perkDamages, firerate)
	renderDPSRow(tbl, name, dps, opts.structure.root, opts)
	
	-- Altfire
	if opts.flags.mode_altfire then
		local label = opts.cfg.altfire
		local firerate = stat.altfire.firerate
		local dps      = calcDPSs(stat.altfire, stat, perkDamages, firerate)
		renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	end
	
	-- Amped mode
	if opts.flags.mode_amped then
		local label = iu.item('シールドセル')
		local baseDamages = calcBaseDamages(stat.energized, stat, chargeRate)
		local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round)
		local dps         = calcDPSs(stat.energized, stat, perkDamages, firerate)
		renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	end
	
	-- Revved Up mode
	if opts.flags.mode_revvedup then
		local label = iu.grenade('テルミットグレネード')
		local firerate = stat.firerate_revvedup
		local dps      = calcDPSs(stat, empty, perkDamages, firerate)
		renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
	end
	
	-- Chargefire
	if chargeLevels == 2 then
		for _, chargeRate in ipairs(steplessChargeRates) do
			local label
			if chargeRate >= 1 then
				label = opts.cfg.charge_stepless_max
			elseif chargeRate == 0.5 then
				label = opts.cfg.charge_stepless_half
			else
				label = string.format(opts.cfg.charge_stepless_format, 100 * chargeRate)
			end
			local baseDamages = calcBaseDamages(stat, empty, chargeRate)
			local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round)
			local firerate    = calcFirerate(stat, empty, chargeRate)
			local dps         = calcDPSs(stat, empty, perkDamages, firerate)
			renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
		end
	elseif chargeLevels > 2 then
		for chargeLevel = 1, chargeLevels - 1 do
			local chargeRate = chargeLevel / (chargeLevels - 1)
			local label    = aw.getQuantityString(opts.cfg.charge_step_quantity, chargeLevel)
			local firerate = calcFirerate(stat, empty, chargeRate)
			local dps      = calcDPSs(stat, empty, perkDamages, firerate)
			renderDPSRow(tbl, label, dps, opts.structure.extra, opts)
		end
	end
	
	-- Hop-ups
	for _, metadata in ipairs(opts.hopups) do
		local label = iu.hopup(metadata.key)
		local hopupStat    = stat[metadata.key]
		local baseDamages  = calcBaseDamages(hopupStat, stat)
		local perkDamages  = applyPerkToDamages(baseDamages, perk, opts.round)
		local chargeLevels = getProperty(hopupStat, stat, 'charge_levels', 1)
		local firerate     = calcFirerate(hopupStat, stat)
		local dps          = calcDPSs(hopupStat, stat, perkDamages, firerate)
		renderDPSRow(tbl, label, dps, opts.structure.level2, opts)
		
		-- Amped mode
		if opts.flags.mode_amped then
			local label = iu.item('シールドセル')
			local mergedStat  = aw.mergeTable(hopupStat, stat.energized)
			local baseDamages = calcBaseDamages(mergedStat, stat, chargeRate)
			local perkDamages = applyPerkToDamages(baseDamages, perk, opts.round)
			local dps         = calcDPSs(mergedStat, stat, perkDamages, firerate)
			renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
		end
		
		-- Chargefire
		if chargeLevels == 2 then
			for _, chargeRate in ipairs(steplessChargeRates) do
				local label
				if chargeRate >= 1 then
					label = opts.cfg.charge_stepless_max
				elseif chargeRate == 0.5 then
					label = opts.cfg.charge_stepless_half
				else
					label = string.format(opts.cfg.charge_stepless_format, 100 * chargeRate)
				end
				local baseDamages  = calcBaseDamages(hopupStat, stat, chargeRate)
				local perkDamages  = applyPerkToDamages(baseDamages, perk, opts.round)
				local firerate     = calcFirerate(hopupStat, stat, chargeRate)
				local dps          = calcDPSs(hopupStat, stat, perkDamages, firerate)
				renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
			end
		elseif chargeLevels > 2 then
			for chargeLevel = 1, chargeLevels - 1 do
				local chargeRate = chargeLevel / (chargeLevels - 1)
				local label    = aw.getQuantityString(opts.cfg.charge_step_quantity, chargeLevel)
				local firerate = calcFirerate(hopupStat, stat, chargeRate)
				local dps      = calcDPSs(hopupStat, stat, perkDamages, firerate)
				renderDPSRow(tbl, label, dps, opts.structure.level3, opts)
			end
		end
	end
end

local function numformat(num)
	if num >= 100 then
		num = aw.roundx(num, 1)
		local int = math.floor(num)
		return string.format('%d<span class="text-smaller text-secondary">.%01.0f</span>', int, 10 * (num - int))
	elseif num >= 10 then
		num = aw.roundx(num, 2)
		local int = math.floor(num)
		return string.format('%d<span class="text-smaller text-secondary">.%02.0f</span>', int, 100 * (num - int))
	else
		num = aw.roundx(num, 3)
		local int = math.floor(num)
		return string.format('%d<span class="text-smaller text-secondary">.%03.0f</span>', int, 1000 * (num - int))
	end
end

local function numformatmin(num)
	if num >= 100 then
		num = aw.round(num)
		local int = math.floor(num)
		return string.format('%d', int)
	elseif num >= 10 then
		num = aw.roundx(num, 1)
		local int = math.floor(num)
		return string.format('%d<span class="text-smaller text-secondary">.%01.0f</span>', int, 10 * (num - int))
	else
		num = aw.roundx(num, 2)
		local int = math.floor(num)
		return string.format('%d<span class="text-smaller text-secondary">.%02.0f</span>', int, 100 * (num - int))
	end
end

function p.renderDPS(stat, shieldinfo, lang)
	local cfg  = cfg[lang].dps
	local opts = {
		cfg     = cfg,
		flags   = {},
		format  = function(max, min)
			if max ~= min then
				return string.format(cfg.complex, numformatmin(min), numformat(max))
			else
				return string.format(cfg.simple,  numformat(max))
			end
		end,
		hopups  = {},
		legsoff = (stat.damage_legs_scale or 1) == 1,
		round   = aw.getAsBoolean(stat.damage.round, false),
	}
	local baseDamages  = calcBaseDamages(stat, empty)
	local chargeLevels = getProperty(stat, empty, 'charge_levels', 1)
	local tbl = mw.html.create('table'):addClass('intable')
	
	-- Shotgun
	if stat.ammo == 'shotgun' then
		local firerates = calcFirerates(stat, empty)
		
		local level = 2
		if proto.validateTypes(stat.double_tap_trigger, MultipleBurstProto) then
			level = math.max(level, 3)
			table.insert(opts.hopups, {
				key = 'double_tap_trigger',
			})
		end
		opts.structure = structures[level]
		
		renderHeader(tbl, opts)
		renderShotgunDPSSection(tbl, opts.cfg.perk.normal, stat, baseDamages, chargeLevels, firerates, 1, opts)
		
		-- Low Profile
		if aw.isNumber(shieldinfo.lowprofile) and shieldinfo.lowprofile > 1 then
			renderShotgunDPSSection(tbl, opts.cfg.perk.lowprofile, stat, baseDamages, chargeLevels, firerates, shieldinfo.lowprofile, opts)
		end
		
		-- Fortified
		if aw.isNumber(shieldinfo.fortified) and shieldinfo.fortified < 1 then
			renderShotgunDPSSection(tbl, opts.cfg.perk.fortified, stat, baseDamages, chargeLevels, firerates, shieldinfo.fortified, opts)
		end
	
	-- Other
	else
		local firerate = calcFirerate(stat, empty)
		
		local level = 1
		if proto.validateTypes(stat, AltfireProto) then
			level = math.max(level, 2)
			opts.flags.mode_altfire = true
		end
		if proto.validateTypes(stat, RevvedUpProto) then
			level = math.max(level, 2)
			opts.flags.mode_revvedup = true
		end
		if type(stat.selectfire_receiver) == 'table' then
			level = math.max(level, 2)
			table.insert(opts.hopups, {
				key = 'selectfire_receiver',
			})
		end
		if type(stat.anvil_receiver) == 'table' then
			level = math.max(level, 2)
			table.insert(opts.hopups, {
				key = 'anvil_receiver',
			})
		end
		if proto.validateTypes(stat.double_tap_trigger, BurstProto) then
			level = math.max(level, 2)
			table.insert(opts.hopups, {
				key = 'double_tap_trigger',
			})
		end
		if proto.validateTypes(stat.shatter_caps, ShatterCapsProto) then
			level = math.max(level, 2)
			table.insert(opts.hopups, {
				key = 'shatter_caps',
			})
		end
		if type(stat.deadeyes_tempo) == 'table' then
			level = math.max(level, 2)
			table.insert(opts.hopups, {
				key = 'deadeyes_tempo',
			})
		end
		if proto.validateTypes(stat.energized, DamageProto) then
			level = level + 1
			opts.flags.mode_amped = true
		elseif chargeLevels >= 2 then
			level = level + 1
		end
		opts.structure = structures[level]
	
		renderHeader(tbl, opts)
		renderNormalDPSSection(tbl, opts.cfg.perk.normal, stat, baseDamages, chargeLevels, firerate, 1, opts)
		
		-- Low Profile
		if aw.isNumber(shieldinfo.lowprofile) and shieldinfo.lowprofile > 1 then
			renderNormalDPSSection(tbl, opts.cfg.perk.lowprofile, stat, baseDamages, chargeLevels, firerate, shieldinfo.lowprofile, opts)
		end
		
		-- Fortified
		if aw.isNumber(shieldinfo.fortified) and shieldinfo.fortified < 1 then
			renderNormalDPSSection(tbl, opts.cfg.perk.fortified, stat, baseDamages, chargeLevels, firerate, shieldinfo.fortified, opts)
		end
	end
	
	return tbl
end

function p._main(name, lang)
	lang = lang or 'ja'
	
	local stat = mw.loadData('Module:Stat/Weapon')[name]
	local sld  = require('Module:Stat/Shield')['removelowprofile']
	local node = p.renderDPS(stat, sld, lang)
	
	local div = mw.html.create('div')
		:addClass('tpl-infobox-right')
		:addClass('tpl-weapon')
	if aw.stringstarts(stat.ammo, "special_") then
		div:addClass('tpl-weapon-special')
	else
		div:addClass('tpl-weapon-' .. stat.ammo)
	end
	div
		:tag('div')
			:addClass('tpl-weapon-header')
			:wikitext(name .. iu.ammo(stat.ammo, { size = 40 }))
			:done()
		:tag('table')
			:tag('tr')
				:tag('th'):wikitext('DPS'):done()
				:tag('td'):done()
			:tag('tr')
				:tag('td'):attr('colspan', 2):node(node)
	return tostring(div)
end

return p