| 🌟 | 現在、 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/DamagePerSecond
ナビゲーションに移動
検索に移動
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/DamagePerSecond/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 inu = require('Module:Utility/ImageWithName')
local tableutil = require('Module:Utility/TableUtil/Apex')
local Hopup = mw.loadData('Module:Stat/Hopup')
local configuration = mw.loadData('Module:StatTable/configuration')
local getArgs -- lazily initialized
local function _getAddData(fn)
fn = fn or function(val) return val end
return function(dataset, data, firerate)
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 = firerate * data.pellets
data.bodyDPS = fn(data.damage, 1, 1) * mul
data.headDPS = fn(apex.calcPartDamage(data.damage, head), head, 1) * mul
data.lvl1DPS = fn(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul
data.lvl2DPS = fn(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul
data.lvl3DPS = fn(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul
data.legsDPS = fn(apex.calcPartDamage(data.damage, legs), legs, 1) * mul
data.flLgDPS = fn(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul
table.insert(dataset, data)
end
end
local fnRatio
local function _getAddDataComplex(fns)
local bf = fns.unsd or function(val) return val end
local at = fns.shld or function(val) return val end
return function(dataset, data, firerate)
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 = firerate * data.pellets
local unsdDamage = bf(data.damage)
data.unsdBodyDPS = unsdDamage * mul
data.unsdHeadDPS = apex.calcPartDamage(unsdDamage, head) * mul
data.unsdLvl1DPS = apex.calcPartDamage(unsdDamage, lvl1) * mul
data.unsdLvl2DPS = apex.calcPartDamage(unsdDamage, lvl2) * mul
data.unsdLvl3DPS = apex.calcPartDamage(unsdDamage, lvl3) * mul
data.unsdLegsDPS = apex.calcPartDamage(unsdDamage, legs) * mul
data.unsdFlLgDPS = apex.calcDamageFromPartAndPassive(unsdDamage, legs, 0.85) * mul
data.shldBodyDPS = at(data.damage, 1, 1) * mul
data.shldHeadDPS = at(apex.calcPartDamage(data.damage, head), head, 1) * mul
data.shldLvl1DPS = at(apex.calcPartDamage(data.damage, lvl1), lvl1, 1) * mul
data.shldLvl2DPS = at(apex.calcPartDamage(data.damage, lvl2), lvl2, 1) * mul
data.shldLvl3DPS = at(apex.calcPartDamage(data.damage, lvl3), lvl3, 1) * mul
data.shldLegsDPS = at(apex.calcPartDamage(data.damage, legs), legs, 1) * mul
data.shldFlLgDPS = at(apex.calcDamageFromPartAndPassive(data.damage, legs, 0.85), legs, 0.85) * mul
for _, target in ipairs(fnRatio) do
local data2 = aw.shallowCopy(data)
data2.option = target.name
data2.bodyDPS = target.fn(data.unsdBodyDPS, data.shldBodyDPS)
data2.headDPS = target.fn(data.unsdHeadDPS, data.shldHeadDPS)
data2.lvl1DPS = target.fn(data.unsdLvl1DPS, data.shldLvl1DPS)
data2.lvl2DPS = target.fn(data.unsdLvl2DPS, data.shldLvl2DPS)
data2.lvl3DPS = target.fn(data.unsdLvl3DPS, data.shldLvl3DPS)
data2.legsDPS = target.fn(data.unsdLegsDPS, data.shldLegsDPS)
data2.flLgDPS = target.fn(data.unsdFlLgDPS, data.shldFlLgDPS)
table.insert(dataset, data2)
end
end
end
local function addData(dataset, data, special, fn, bf, at)
local __addData
if type(fn) == 'table' then
__addData = _getAddDataComplex(fn)
else
__addData = _getAddData(fn)
end
local fireratesType = type(data.firerates)
-- ファイアレートが可変
if fireratesType == 'table' then
if special then
__addData(dataset, data, data.firerates[4])
else
for level, firerate in ipairs(data.firerates) do
local data2 = aw.shallowCopy(data)
data2.level = level - 1
__addData(dataset, data2, firerate)
end
end
-- ファイアレートが固定
elseif fireratesType == 'number' then
__addData(dataset, data, data.firerates)
end
end
local function getDataAsCharge(baseData, stat, root, additional, level)
local charge = (stat.charge or root.charge) * (level - 1) / (root.charge_levels - 1)
local firerate = stat.firerate or root.firerate
local fullcharge = level == root.charge_levels
local chargeData = aw.shallowCopy(baseData)
if fullcharge and stat.damage.charged then
chargeData.damage = stat.damage.charged
end
if type(additional) == 'table' then
chargeData.firerates = {
apex.calcRechamberFirerate(firerate, charge + additional[1]),
apex.calcRechamberFirerate(firerate, charge + additional[2]),
apex.calcRechamberFirerate(firerate, charge + additional[3]),
apex.calcRechamberFirerate(firerate, charge + additional[4]),
}
else
chargeData.firerates = apex.calcRechamberFirerate(firerate, charge + additional)
end
if fullcharge and stat.damage.headshot_charged then
chargeData.head = stat.damage.headshot_charged
end
if fullcharge and stat.damage.legshot_charged then
chargeData.legs = stat.damage.legshot_charged
end
return chargeData
end
local function createDataset(dataset, stats, res, addData, __debug)
for name, stat in pairs(stats) do
local baseData = {
ammo = stat.ammo,
ammoicon = stat.ammo,
damage = stat.damage.base,
firerates = stat.firerate,
head = stat.damage_head_scale,
legs = stat.damage_legs_scale,
level = -1,
name = name,
pellets = stat.pellet or 1,
shortname = stat.localization['Japanese_Short'],
}
local special = aw.stringstarts(stat.ammo, 'special_')
-- Altfire mode
if type(stat.altfire) == 'table' and aw.isNumberAndGreaterThanZero(stat.altfire.firerate) then
local burstfireData = aw.shallowCopy(baseData)
burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate)
burstfireData.option = res.burst
addData(dataset, burstfireData, special)
local altfireData = aw.shallowCopy(baseData)
altfireData.firerates = stat.altfire.firerate
altfireData.semiauto = stat.altfire.is_semi_auto == nil and stat.is_semi_auto or stat.altfire.is_semi_auto
altfireData.option = altfireData.semiauto and res.single or res.auto
addData(dataset, altfireData, special)
-- Burst mode
elseif aw.isNumberAndGreaterThanOrEqualToX(stat.burst_count, 2) then
local burstfireData = aw.shallowCopy(baseData)
burstfireData.firerates = apex.calcBurstAverageFirerate(stat.burst_count, stat.burst_delay, stat.firerate)
addData(dataset, burstfireData, special)
-- Rechamber fire
elseif type(stat.rechamber) == 'table' then
baseData.firerates = {
apex.calcRechamberFirerate(stat.firerate, stat.rechamber[1]),
apex.calcRechamberFirerate(stat.firerate, stat.rechamber[2]),
apex.calcRechamberFirerate(stat.firerate, stat.rechamber[3]),
apex.calcRechamberFirerate(stat.firerate, stat.rechamber[4]),
}
-- Chargefire
if aw.isNumberAndGreaterThanZero(stat.charge) then
baseData.option = res.nocharge
addData(dataset, baseData, special)
if stat.charge_levels == 2 then
local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, 2)
maxData.option = res.maxcharge
addData(dataset, maxData, special)
else
for lvl = 2, stat.charge_levels do
local chargeData = getDataAsCharge(baseData, stat, stat, stat.rechamber, lvl)
chargeData.option = aw.getQuantityString(res.charges, lvl - 1)
addData(dataset, chargeData, special)
end
end
else
addData(dataset, baseData, special)
end
elseif aw.isNumberAndGreaterThanZero(stat.rechamber) then
-- Chargefire
if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then
if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber + stat.charge_minimum)
baseData.option = res.mincharge
else
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)
baseData.option = res.nocharge
end
addData(dataset, baseData, special)
local maxData = getDataAsCharge(baseData, stat, stat, stat.rechamber, stat.charge_levels)
maxData.option = res.maxcharge
addData(dataset, maxData, special)
-- Amped mode
elseif aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)
addData(dataset, baseData, special)
local ampedData = aw.shallowCopy(baseData)
ampedData.ammoicon = stat.ammo .. '_amped'
ampedData.damage = stat.damage.amped
ampedData.option = res.amped
addData(dataset, ampedData)
else
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.rechamber)
addData(dataset, baseData, special)
end
-- Chargefire
elseif aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) then
if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum)
baseData.option = res.mincharge
else
baseData.option = res.nocharge
end
addData(dataset, baseData, special)
if stat.charge_levels == 2 or stat.charge_levels > 4 then
local maxData = getDataAsCharge(baseData, stat, stat, 0, stat.charge_levels)
maxData.option = res.maxcharge
addData(dataset, maxData, special)
else
for lvl = 2, stat.charge_levels do
local chargeData = getDataAsCharge(baseData, stat, stat, 0, lvl)
chargeData.option = aw.getQuantityString(res.charges, lvl - 1)
addData(dataset, chargeData, special)
end
end
-- Charge Rifle
elseif aw.isNumberAndGreaterThanZero(stat.sustained_discharge_duration) then
baseData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.sustained_discharge_duration)
addData(dataset, baseData, special, function(val, part, passive)
return val + apex.calcDamageFromPartAndPassive(stat.damage.beam.base, part, passive) * stat.damage.beam.ticks
end)
-- Other
else
addData(dataset, baseData, special)
end
-- Revved Up mode
if aw.isNumberAndGreaterThanOrEqualToX(stat.firerate_revvedup, stat.firerate) then
local revvedUpData = aw.shallowCopy(baseData)
revvedUpData.ammoicon = stat.ammo .. '_revved_up'
revvedUpData.firerates = stat.firerate_revvedup
revvedUpData.option = res.revvedup
addData(dataset, revvedUpData, special)
end
-- Turbocharger
--[[if (__debug or Hopup.turbocharger.enabled) and type(stat.turbocharger) == 'table' and aw.isNumberAndGreaterThanZero(stat.turbocharger.raise) then
local turbochargerData = aw.shallowCopy(baseData)
turbochargerData.hopup = { 'turbocharger' }
turbochargerData.raise = stat.turbocharger.raise or stat.raise or 0
addData(dataset, turbochargerData, special)
end]]
-- Selectfire Receiver
if (__debug or Hopup.selectfire_receiver.enabled) and type(stat.selectfire_receiver) == 'table' and aw.isNumberAndGreaterThanZero(stat.selectfire_receiver.firerate) then
local semiauto
if stat.selectfire_receiver.is_semi_auto then
semiauto = stat.selectfire_receiver.is_semi_auto
else
semiauto = stat.is_semi_auto
end
local firerate
if semiauto then
local raiseTime = stat.selectfire_receiver.raise or stat.raise or 0
if raiseTime > 0 then
firerate = apex.calcRechamberFirerate(stat.selectfire_receiver.firerate, raiseTime)
else
firerate = stat.selectfire_receiver.firerate
end
else
firerate = stat.selectfire_receiver.firerate
end
local selectfireReceiverData = aw.shallowCopy(baseData)
selectfireReceiverData.damage = stat.selectfire_receiver.damage and stat.selectfire_receiver.damage.base or stat.damage.base
selectfireReceiverData.firerates = firerate
if stat.selectfire_receiver.damage_head_scale then
selectfireReceiverData.head = stat.selectfire_receiver.damage_head_scale
end
selectfireReceiverData.hopup = { 'selectfire_receiver' }
if stat.selectfire_receiver.damage_legs_scale then
selectfireReceiverData.legs = stat.selectfire_receiver.damage_legs_scale
end
addData(dataset, selectfireReceiverData, special)
end
-- Skullpiercer Rifling
if (__debug or Hopup.skullpiercer_rifling.enabled) and type(stat.skullpiercer_rifling) == 'table' and aw.isNumberAndGreaterThanX(stat.skullpiercer_rifling.damage_head_scale, 1) then
local skullpiercerRiflingData = aw.shallowCopy(baseData)
skullpiercerRiflingData.head = stat.skullpiercer_rifling.damage_head_scale
skullpiercerRiflingData.hopup = { 'skullpiercer_rifling' }
addData(dataset, skullpiercerRiflingData, special)
end
-- Hammerpoint Rounds
if (__debug or Hopup.hammerpoint_rounds.enabled) and type(stat.hammerpoint_rounds) == 'table' and aw.isNumberAndGreaterThanX(stat.hammerpoint_rounds.damage_unshielded_scale, 1) then
local hammerpointRoundsData = aw.shallowCopy(baseData)
hammerpointRoundsData.hopup = { 'hammerpoint_rounds' }
addData(dataset, hammerpointRoundsData, special, { unsd = function(val)
return math.floor(stat.hammerpoint_rounds.damage_unshielded_scale * val)
end })
end
-- Disruptor Rounds
if (__debug or Hopup.disruptor_rounds.enabled or special) and type(stat.disruptor_rounds) == 'table' and aw.isNumberAndGreaterThanX(stat.disruptor_rounds.damage_shield_scale, 1) then
local disruptorRoundsData = aw.shallowCopy(baseData)
disruptorRoundsData.hopup = { 'disruptor_rounds' }
addData(dataset, disruptorRoundsData, special, { shld = function(val)
return apex.calcDisruptorDamage(val, stat.disruptor_rounds.damage_shield_scale)
end })
end
-- Anvil Receiver
if (__debug or Hopup.anvil_receiver.enabled) and type(stat.anvil_receiver) == 'table' and aw.isNumberAndGreaterThanZero(stat.anvil_receiver.firerate) then
local anvilReceiverData = aw.shallowCopy(baseData)
anvilReceiverData.damage = stat.anvil_receiver.damage.base
anvilReceiverData.firerates = stat.anvil_receiver.firerate
if stat.anvil_receiver.damage_head_scale then
anvilReceiverData.head = stat.anvil_receiver.damage_head_scale
end
anvilReceiverData.hopup = { 'anvil_receiver' }
if stat.anvil_receiver.damage_legs_scale then
anvilReceiverData.legs = stat.anvil_receiver.damage_legs_scale
end
addData(dataset, anvilReceiverData, special)
end
-- Double Tap Trigger
if (__debug or Hopup.double_tap_trigger.enabled or special) and type(stat.double_tap_trigger) == 'table' and aw.isNumberAndGreaterThanOrEqualToX(stat.double_tap_trigger.burst_count, 2) then
local doubleTapTriggerData = aw.shallowCopy(baseData)
local delay = stat.double_tap_trigger.burst_delay
if type(delay) == 'table' then
doubleTapTriggerData.firerates = {
apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[1], stat.double_tap_trigger.firerate),
apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[2], stat.double_tap_trigger.firerate),
apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[3], stat.double_tap_trigger.firerate),
apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay[4], stat.double_tap_trigger.firerate),
}
else
doubleTapTriggerData.firerates = apex.calcBurstAverageFirerate(stat.double_tap_trigger.burst_count, delay, stat.double_tap_trigger.firerate)
end
doubleTapTriggerData.hopup = { 'double_tap_trigger' }
addData(dataset, doubleTapTriggerData, special)
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
local shatterCapsData = aw.shallowCopy(baseData)
if stat.shatter_caps.charge then
shatterCapsData.charge = stat.shatter_caps.charge
end
if stat.shatter_caps.charge_levels then
shatterCapsData.charge_levels = stat.shatter_caps.charge_levels
end
shatterCapsData.damage = stat.shatter_caps.damage.base
if stat.shatter_caps.damage_head_scale then
shatterCapsData.head = stat.shatter_caps.damage_head_scale
end
shatterCapsData.hopup = { 'shatter_caps' }
if stat.shatter_caps.damage_legs_scale then
shatterCapsData.legs = stat.shatter_caps.damage_legs_scale
end
shatterCapsData.option = nil
shatterCapsData.pellets = stat.shatter_caps.pellet
-- Chargefire
if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(shatterCapsData.charge) then
if aw.isNumberAndGreaterThanZero(stat.charge_minimum) then
shatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.charge_minimum)
shatterCapsData.option = res.mincharge
else
shatterCapsData.option = res.nocharge
end
addData(dataset, shatterCapsData)
local maxShatterCapsData = getDataAsCharge(shatterCapsData, stat.shatter_caps, stat, stat.rechamber or 0, shatterCapsData.charge_levels)
maxShatterCapsData.option = res.maxcharge
addData(dataset, maxShatterCapsData)
else
addData(dataset, shatterCapsData)
end
-- Deadeye's Tempo
if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == 'table' then
local deadeyesTempoShatterCapsData = aw.shallowCopy(shatterCapsData)
if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then
deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum)
elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then
deadeyesTempoShatterCapsData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber)
end
deadeyesTempoShatterCapsData.hopup = { 'shatter_caps', 'deadeyes_tempo' }
-- Chargefire
if aw.isNumberAndGreaterThanOrEqualToX(shatterCapsData.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.charge) and aw.isNumberAndGreaterThanX(stat.shatter_caps.damage.charged, stat.shatter_caps.damage.base) then
deadeyesTempoShatterCapsData.option = res.mincharge
addData(dataset, deadeyesTempoShatterCapsData)
local maxDeadeyesTempoShatterCapsData = getDataAsCharge(deadeyesTempoShatterCapsData, stat.shatter_caps, stat, stat.deadeyes_tempo.charge, shatterCapsData.charge_levels)
maxDeadeyesTempoShatterCapsData.option = res.maxcharge
addData(dataset, maxDeadeyesTempoShatterCapsData)
else
addData(dataset, deadeyesTempoShatterCapsData)
end
end
end
-- Deadeye's Tempo
if (__debug or Hopup.deadeyes_tempo.enabled) and type(stat.deadeyes_tempo) == 'table' then
local deadeyesTempoData = aw.shallowCopy(baseData)
if aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge_minimum) then
deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.charge_minimum)
elseif aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.rechamber) then
deadeyesTempoData.firerates = apex.calcRechamberFirerate(stat.firerate, stat.deadeyes_tempo.rechamber)
end
deadeyesTempoData.hopup = { 'deadeyes_tempo' }
-- Chargefire
if aw.isNumberAndGreaterThanOrEqualToX(stat.charge_levels, 2) and aw.isNumberAndGreaterThanZero(stat.deadeyes_tempo.charge) and aw.isNumberAndGreaterThanX(stat.damage.charged, stat.damage.base) then
deadeyesTempoData.option = res.mincharge
addData(dataset, deadeyesTempoData)
local maxDeadeyesTempoData = getDataAsCharge(deadeyesTempoData, stat, stat, stat.deadeyes_tempo.charge, stat.charge_levels)
maxDeadeyesTempoData.option = res.maxcharge
addData(dataset, maxDeadeyesTempoData)
else
addData(dataset, deadeyesTempoData, special)
end
-- Amped mode
if aw.isNumberAndGreaterThanX(stat.damage.amped, stat.damage.base) then
local ampedDeadeyesTempoData = aw.shallowCopy(deadeyesTempoData)
ampedDeadeyesTempoData.ammoicon = stat.ammo .. '_amped'
ampedDeadeyesTempoData.damage = stat.damage.amped
ampedDeadeyesTempoData.option = iu.item('シールドセル') .. ' <span class="text-desktoponly">増幅モード</span>'
addData(dataset, ampedDeadeyesTempoData)
end
end
end
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 desktopOnlyAndNoLinkObj = { desktopOnly = true, lang = lang, link = '' }
fnRatio = {
{ name = inu.gear('backpack', 4, desktopOnlyAndNoLinkObj), fn = function(a, b) return (7 * a + 5 * b) / 12 end },
{ name = inu.gear('evo_shield', 1, desktopOnlyAndNoLinkObj), fn = function(a, b) return (2 * a + b) / 3 end },
{ name = inu.gear('evo_shield', 2, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 3 * b) / 7 end },
{ name = inu.gear('evo_shield', 3, desktopOnlyAndNoLinkObj), fn = function(a, b) return ( a + b) / 2 end },
{ name = inu.gear('evo_shield', 5, desktopOnlyAndNoLinkObj), fn = function(a, b) return (4 * a + 5 * b) / 9 end },
{ name = res.maxvalue, fn = function(a, b) return math.max(a, b) end },
}
local dataset = {}
createDataset(dataset, stats, res, addData, __debug)
local formatFunction = function(dps)
return string.format('%.1f', dps)
end
local metadata = {
tableutil.RankCell.new('', 'bodyDPS', 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 = 3,
optionIndex = 'option',
shortnameIndex = 'shortname',
}),
tableutil.MagazineCell.new(res.mag, 'level', {
ammoIndex = 'ammo',
attributes = { align = 'left' },
cellClass = 'st-dashed-right st-mobile-none-right st-mobile-padding0-both',
headerColspan = 0,
}),
tableutil.HopupCell.new(res.hopup, 'hopup', {
attributes = { align = 'left' },
cellClass = 'st-mobile-padding0-both',
headerColspan = 0,
}),
tableutil.ValueCell.new(res.legsshot, 'legsDPS', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.LineValueCell.new(res.bodyshot, 'bodyDPS', {
startIndex = 'legsDPS',
endIndex = 'lvl1DPS',
subStartIndex = 'flLgDPS',
subEndIndex = 'lvl1DPS',
cellClass = 'st-mobile-graph st-mobile-medium st-mobile-textshadow',
footerClass = 'st-mobile-axis',
format = formatFunction,
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
itemName = res.normal,
subItemName = res.fortified,
maximumValue = 400,
preferredGridCount = 3,
}),
tableutil.ValueCell.new(res.headlvl3, 'lvl3DPS', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl2, 'lvl2DPS', {
cellClass = 'st-desktop',
footerClass = 'st-desktop',
format = formatFunction,
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.ValueCell.new(res.headlvl1, 'lvl1DPS', {
cellClass = 'st-mobile-last',
footerClass = 'st-mobile-last',
format = formatFunction,
headerClass = 'st-mobile-last',
headerStyle = {
['min-width'] = '50px',
['max-width'] = '4em',
},
}),
tableutil.LineCell.new(res.graph, 'bodyDPS', {
startIndex = 'legsDPS',
endIndex = 'lvl1DPS',
subStartIndex = 'flLgDPS',
subEndIndex = 'lvl1DPS',
cellClass = 'st-desktop st-desktop-graph',
footerClass = 'st-desktop',
headerClass = 'st-desktop',
headerStyle = {
['min-width'] = '200px',
},
hoverEnabled = true,
hoverFormat = formatFunction,
itemName = res.normal,
subItemName = res.fortified,
maximumValue = 500,
}),
}
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