ArtsData:修订间差异
来自蒙纳多研究本部
无编辑摘要 |
无编辑摘要 |
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-- Module:ArtsData —— 战技模块 v2(主模块,XBDB 调用全部收敛于 source) | |||
local p = {} | local p = {} | ||
local | local source = require("Module:ArtsData/source") | ||
local lv1 = require("Module:ArtsData/lv1") | |||
local descs = require("Module:ArtsData/desc") | |||
local getArgs = require("Module:Arguments").getArgs | local getArgs = require("Module:Arguments").getArgs | ||
local html = require("Module:Html") | local html = require("Module:Html") | ||
local compress = html.compress | local compress = html.compress | ||
local ROMAN = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"} | local ROMAN = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"} | ||
local MAX_RANK = 12 | local MAX_RANK = 12 | ||
local function num(v) | local function num(v) | ||
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end | end | ||
local function fmt(v, digits) | local function fmt(v, digits) | ||
digits = digits or 2 | digits = digits or 2 | ||
local factor = 10 ^ digits | local factor = 10 ^ digits | ||
local scaled = v * factor | local scaled = v * factor | ||
local rounded | local rounded | ||
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local fracPart = math.abs(rounded) % factor | local fracPart = math.abs(rounded) % factor | ||
local fracStr = string.format("%0" .. digits .. "d", fracPart) | local fracStr = string.format("%0" .. digits .. "d", fracPart) | ||
fracStr = fracStr:gsub("0+$", "") | fracStr = fracStr:gsub("0+$", "") | ||
local sign = rounded < 0 and "-" or "" | local sign = rounded < 0 and "-" or "" | ||
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end | end | ||
local ATK_TYPE = {[1] = "物理", [2] = "以太", [3] = "状态"} | local ATK_TYPE = {[1] = "物理", [2] = "以太", [3] = "状态"} | ||
local function learnText(data) | local function learnText(data) | ||
if num(data.get_type) == 2 then | if num(data.get_type) == 2 then | ||
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end | end | ||
local function series(rank1, grow, digits, scale) | local function series(rank1, grow, digits, scale) | ||
scale = scale or 1 | scale = scale or 1 | ||
| 第79行: | 第66行: | ||
end | end | ||
local function recastSeries(data) | local function recastSeries(data) | ||
local recast = num(data.recast) | local recast = num(data.recast) | ||
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end | end | ||
local function dexSeries(data) | local function dexSeries(data) | ||
local dex = num(data.dex) | local dex = num(data.dex) | ||
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end | end | ||
local function apSeries(data) | |||
local pc = num(data.pc) | |||
local idx = num(data.idx) + 1 | |||
local rateRow = lv1.grow_arts_rate[pc] | |||
if not rateRow or not rateRow[idx] then | |||
return nil | |||
end | |||
local rate = rateRow[idx] | |||
local out = {} | |||
for r = 1, MAX_RANK do | |||
out[r] = tostring(math.floor(lv1.grow_arts_base[r] * rate / 100 + 0.5)) | |||
end | |||
return out | |||
end | |||
local function row12(label, cells) | local function row12(label, cells) | ||
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end | end | ||
function p.renderArt(artId) | |||
if not source.isValidArtId(artId) then | |||
return "" | |||
if not | |||
return | |||
end | end | ||
local data = source.fetchArt(artId) | |||
local data = fetchArt(artId) | |||
if not data then | if not data then | ||
return "" | return "" | ||
end | end | ||
local name = (data.name and data.name ~= "") and data.name | |||
local name = (data.name and data.name ~= "") and data.name or | or source.fetchDesc(artId) or ("战技 " .. artId) | ||
local atype = ATK_TYPE[num(data.atk_type)] or "未知" | local atype = ATK_TYPE[num(data.atk_type)] or "未知" | ||
local learn = learnText(data) | local learn = learnText(data) | ||
local isTalent = num(data.arts_type) == 1 | |||
local out = {} | local out = {} | ||
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out[#out + 1] = "'''类型''':" .. atype .. " '''习得''':" .. learn | out[#out + 1] = "'''类型''':" .. atype .. " '''习得''':" .. learn | ||
local head = {"<tr><th>等级</th>"} | local head = {"<tr><th>等级</th>"} | ||
for r = 1, MAX_RANK do | for r = 1, MAX_RANK do | ||
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local rows = {} | local rows = {} | ||
rows[#rows + 1] = rowSpan("效果", descs[artId] or "") | |||
rows[#rows + 1] = rowSpan("效果", | |||
if not isTalent then | |||
rows[#rows + 1] = row12("AP 消耗", apSeries(data)) | |||
rows[#rows + 1] = row12("AP 消耗", | |||
end | end | ||
local r1, r2 = num(data.rate1), num(data.rate2) | local r1, r2 = num(data.rate1), num(data.rate2) | ||
if r2 ~= r1 then | if r2 ~= r1 then | ||
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end | end | ||
local rs = recastSeries(data) | local rs = recastSeries(data) | ||
if rs then | if rs then | ||
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end | end | ||
if num(data.st_time) ~= 0 or num(data.grow_st_time) ~= 0 then | if num(data.st_time) ~= 0 or num(data.grow_st_time) ~= 0 then | ||
rows[#rows + 1] = row12("效果时间(秒)", series(data.st_time, data.grow_st_time, 1, 10)) | rows[#rows + 1] = row12("效果时间(秒)", series(data.st_time, data.grow_st_time, 1, 10)) | ||
end | end | ||
rows[#rows + 1] = row12("命中修正(决定版)", dexSeries(data)) | rows[#rows + 1] = row12("命中修正(决定版)", dexSeries(data)) | ||
if num(data.st_val) ~= 0 or num(data.grow_st_val) ~= 0 then | if num(data.st_val) ~= 0 or num(data.grow_st_val) ~= 0 then | ||
rows[#rows + 1] = row12("效果数值", series(data.st_val, data.grow_st_val, 0, 1)) | rows[#rows + 1] = row12("效果数值", series(data.st_val, data.grow_st_val, 0, 1)) | ||
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table.concat(head) .. table.concat(rows) .. "</table>" | table.concat(head) .. table.concat(rows) .. "</table>" | ||
local maxRate | local maxRate | ||
if r2 ~= r1 then | if r2 ~= r1 then | ||
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return table.concat(out, "\n") | return table.concat(out, "\n") | ||
end | end | ||
function p.main(frame) | function p.main(frame) | ||
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local first = args[1] | local first = args[1] | ||
local role = first and | local role = first and lv1.roles[first] or nil | ||
if role then | if role then | ||
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for _, id in ipairs(role.ids) do | for _, id in ipairs(role.ids) do | ||
out[#out + 1] = p.renderArt(id) | out[#out + 1] = p.renderArt(id) | ||
end | end | ||
else | else | ||
2026年10月8日 (四) 19:02的版本
此模块的文档可以在模块:ArtsData/doc创建
-- Module:ArtsData —— 战技模块 v2(主模块,XBDB 调用全部收敛于 source)
local p = {}
local source = require("Module:ArtsData/source")
local lv1 = require("Module:ArtsData/lv1")
local descs = require("Module:ArtsData/desc")
local getArgs = require("Module:Arguments").getArgs
local html = require("Module:Html")
local compress = html.compress
local ROMAN = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"}
local MAX_RANK = 12
local function num(v)
if v == nil then return 0 end
return tonumber(v) or 0
end
local function fmt(v, digits)
digits = digits or 2
local factor = 10 ^ digits
local scaled = v * factor
local rounded
if scaled >= 0 then
rounded = math.floor(scaled + 0.5 + 1e-9)
else
rounded = -math.floor(-scaled + 0.5 + 1e-9)
end
if digits == 0 then
return tostring(rounded)
end
local intPart = math.floor(math.abs(rounded) / factor)
local fracPart = math.abs(rounded) % factor
local fracStr = string.format("%0" .. digits .. "d", fracPart)
fracStr = fracStr:gsub("0+$", "")
local sign = rounded < 0 and "-" or ""
if fracStr == "" then
return sign .. tostring(intPart)
end
return sign .. tostring(intPart) .. "." .. fracStr
end
local ATK_TYPE = {[1] = "物理", [2] = "以太", [3] = "状态"}
local function learnText(data)
if num(data.get_type) == 2 then
return "剧情习得"
end
local lv = num(data.get_lv)
if lv > 0 then
return "等级 " .. lv
end
return "初始拥有"
end
local function series(rank1, grow, digits, scale)
scale = scale or 1
local out = {}
for r = 1, MAX_RANK do
out[r] = fmt((num(rank1) + (r - 1) * num(grow)) / scale, digits)
end
return out
end
local function recastSeries(data)
local recast = num(data.recast)
if recast == 0 then return nil end
local glow = num(data.glow_recast)
local out = {}
for r = 1, MAX_RANK do
out[r] = fmt(recast * (1 - (r - 1) * glow / 100), 1)
end
return out
end
local function dexSeries(data)
local dex = num(data.dex)
local out = {}
for r = 1, MAX_RANK do
out[r] = "+" .. tostring(dex + 5 * (r - 1)) .. "%"
end
return out
end
local function apSeries(data)
local pc = num(data.pc)
local idx = num(data.idx) + 1
local rateRow = lv1.grow_arts_rate[pc]
if not rateRow or not rateRow[idx] then
return nil
end
local rate = rateRow[idx]
local out = {}
for r = 1, MAX_RANK do
out[r] = tostring(math.floor(lv1.grow_arts_base[r] * rate / 100 + 0.5))
end
return out
end
local function row12(label, cells)
local t = {"<tr><th>" .. label .. "</th>"}
for r = 1, MAX_RANK do
local v = cells and cells[r] or nil
t[#t + 1] = "<td>" .. (v or "—") .. "</td>"
end
t[#t + 1] = "</tr>"
return table.concat(t)
end
local function rowSpan(label, text)
if not text or text == "" then return "" end
return '<tr><th>' .. label .. '</th><td colspan="' .. MAX_RANK ..
'" style="text-align:left;">' .. text .. "</td></tr>"
end
function p.renderArt(artId)
if not source.isValidArtId(artId) then
return ""
end
local data = source.fetchArt(artId)
if not data then
return ""
end
local name = (data.name and data.name ~= "") and data.name
or source.fetchDesc(artId) or ("战技 " .. artId)
local atype = ATK_TYPE[num(data.atk_type)] or "未知"
local learn = learnText(data)
local isTalent = num(data.arts_type) == 1
local out = {}
out[#out + 1] = html.h3(name)
out[#out + 1] = "'''类型''':" .. atype .. " '''习得''':" .. learn
local head = {"<tr><th>等级</th>"}
for r = 1, MAX_RANK do
head[#head + 1] = "<th>" .. ROMAN[r] .. "</th>"
end
head[#head + 1] = "</tr>"
local rows = {}
rows[#rows + 1] = rowSpan("效果", descs[artId] or "")
if not isTalent then
rows[#rows + 1] = row12("AP 消耗", apSeries(data))
end
local r1, r2 = num(data.rate1), num(data.rate2)
if r2 ~= r1 then
rows[#rows + 1] = row12("倍率(下限)", series(r1, data.grow_powl, 2, 100))
rows[#rows + 1] = row12("倍率(上限)", series(r2, data.grow_powh, 2, 100))
else
rows[#rows + 1] = row12("倍率", series(r1, data.grow_powl, 2, 100))
end
local rs = recastSeries(data)
if rs then
rows[#rows + 1] = row12("填充时间(秒)", rs)
else
rows[#rows + 1] = row12("填充时间(秒)", nil)
end
if num(data.st_time) ~= 0 or num(data.grow_st_time) ~= 0 then
rows[#rows + 1] = row12("效果时间(秒)", series(data.st_time, data.grow_st_time, 1, 10))
end
rows[#rows + 1] = row12("命中修正(决定版)", dexSeries(data))
if num(data.st_val) ~= 0 or num(data.grow_st_val) ~= 0 then
rows[#rows + 1] = row12("效果数值", series(data.st_val, data.grow_st_val, 0, 1))
end
out[#out + 1] = '<table class="wikitable" style="text-align:center;">' ..
table.concat(head) .. table.concat(rows) .. "</table>"
local maxRate
if r2 ~= r1 then
maxRate = (r2 + 11 * num(data.grow_powh)) / 100
else
maxRate = (r1 + 11 * num(data.grow_powl)) / 100
end
mw.smw.set({
artId = artId,
artName = name,
artType = atype,
artLearn = learn,
artRate = maxRate,
artRecast = num(data.recast),
})
return table.concat(out, "\n")
end
function p.main(frame)
local args = getArgs(frame)
local out = {}
local first = args[1]
local role = first and lv1.roles[first] or nil
if role then
out[#out + 1] = "== 战技 =="
for _, id in ipairs(role.ids) do
out[#out + 1] = p.renderArt(id)
end
else
for _, v in ipairs(args) do
local id = tonumber(mw.text.trim(v))
if id then
out[#out + 1] = p.renderArt(id)
end
end
end
if #out == 0 then
return ""
end
return compress(table.concat(out, "\n"))
end
return p