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このモジュールについての説明文ページを モジュール:TamingTable/doc に作成できます

local p = {}
function p.creature( f )
  local dlclink = require('Module:DLCLink').link
  local args = f:getParent().args
  local levels = {}
  local creature = args[1]
  -- if creature was not given, take it from PAGENAME
  if creature == nil then
    creature = f.args[1]
  end

  local creatureData = mw.loadData( 'Module:TamingTable/creatures' )
    local creatureAliases = mw.loadData('Module:TamingTable/creatureAliases')
  if creatureAliases[creature] ~= nil then
    creature = creatureAliases[creature]
  end
  if creatureData[creature] ~= nil then
    for i, level in ipairs(args) do
      if i ~= 1 then
        table.insert(levels,level)
      end
    end

    if table.getn(levels) == 0 then
      levels = {1,30,60,90,120,150}
    end
    local foodData = mw.loadData( 'Module:TamingTable/food' )
    local foodAliases = mw.loadData( 'Module:TamingTable/foodAliases' )
    local tables = {}

    -- initialize taming variables
    local affinityNeeded, totalTorpor, torporDeplPS, foodPiecesNeeded, seconds, foodAffinity, foodValue, wakeAffinityMult, wakeFoodDeplMult, foodname = 0, 0, 0, 0, 0, 0, 0, 1, 1, ''

    -- test if creature is tamend non-violently, then use wakeTame multiplicators
    local nonViolent = false
    if (creatureData[creature].nonViolentTame ~= nil and creatureData[creature].nonViolentTame == 1) then
      nonViolent = true
      if creatureData[creature].wakeAffinityMult ~= nil then
        wakeAffinityMult = creatureData[creature].wakeAffinityMult
      end
      if creatureData[creature].wakeFoodDeplMult ~= nil then
        wakeFoodDeplMult = creatureData[creature].wakeFoodDeplMult
      end
    end
    -- creature need heavy weapon knockout? (like rock elemental, titnaosaur)
    local heavyWeaponKnockout = false
    if (creatureData[creature].heavyWeaponKnockout ~= nil and creatureData[creature].heavyWeaponKnockout == 1) then
      heavyWeaponKnockout = true
    end

    for _,level in ipairs(levels) do
      local headerCols = ''

      if nonViolent then
        headerCols = '! <span class="hover-text" title="理論的に最適な最小値">給餌間隔</span>\n! 時間'
      else
        -- total torpor for level
        totalTorpor = creatureData[creature].torpor1 + creatureData[creature].torporIncrease * (level-1)

        -- torpor depletion per second for level
        -- here an exponential approximation of the torpor Depletion is used, credits to http://crumplecorn.com/content/taming-calculator
        if creatureData[creature].torporDepletionPS0 ~= nil then
          torporDeplPS = creatureData[creature].torporDepletionPS0 + math.exp(0.800403041 * math.log(level - 1)) / (22.39671632 / creatureData[creature].torporDepletionPS0);
        else
          torporDeplPS = 0
        end

        if torporDeplPS > 0 then
          headerCols = '! [[File:ナルコベリー.png|30px|ナルコベリー|link=ナルコベリー]]\n! [[File:麻酔薬.png|30px|麻酔薬|link=麻酔薬]]\n! [[File:バイオトキシン.png|30px|バイオトキシン|link=バイオトキシン]]\n! 時間'
        else
          headerCols = '! Time'
        end
      end
      local rows = {'{| class="wikitable" data-description="Taming Table Level '..level..'"\n|-\n! colspan="2" | [[File:'..creature..'.png|30px]] Level '..level..'\n'..headerCols..''}

      if creatureData[creature].affinityNeeded0 ~= nil and creatureData[creature].affinityIncrease ~= nil and torporDeplPS ~= nil then
        affinityNeeded = creatureData[creature].affinityNeeded0 + creatureData[creature].affinityIncrease * level;

        -- foodname for display
        foodname = ''

        -- how much food/resources of the different kinds that this creature eats is needed
        for _,food in ipairs(creatureData[creature].eats) do
          local cols = {}
          foodAffinity = 0
          foodValue = 0
          if food == 'Kibble' then
            foodname = ''..creatureData[creature].favoriteKibble..' Kibble'
          elseif foodAliases[food] ~= nil then
            foodname = foodAliases[food]
          else
            foodname = food
          end
          -- check if creature handles this food in a special way (e.g. scorpions not liking raw meat as much)
          if (creatureData[creature].specialFoodValues ~= nil and creatureData[creature].specialFoodValues[food] ~= nil) then
            if creatureData[creature].specialFoodValues[food].affinity ~= nil then
              foodAffinity = creatureData[creature].specialFoodValues[food].affinity
            end
            if creatureData[creature].specialFoodValues[food].value ~= nil then
              foodValue = creatureData[creature].specialFoodValues[food].value
            end
          end
          if foodData[food] ~= nil then
            if foodAffinity == 0 then
              foodAffinity = foodData[food].affinity
            end
            if foodValue == 0 then
              foodValue = foodData[food].foodValue
            end
          end
          if (foodAffinity > 0 and foodValue > 0) then
            -- consider wake taming multiplicators (non-violent taming)
            -- multiply by 4 to account for the x4 taming introduced in August 2020
            foodAffinity = foodAffinity * wakeAffinityMult * 4
            foodValue = foodValue * wakeFoodDeplMult

            -- amount of food
            foodPiecesNeeded = math.ceil(affinityNeeded/foodAffinity)
            -- time to eat needed food
            seconds = math.ceil(foodPiecesNeeded * foodValue / (creatureData[creature].foodConsumptionBase * creatureData[creature].foodConsumptionMult))
            -- hack to correct basilosaurus' taming times
            if creatureData[creature].resultCorrection ~= nil then
              seconds = seconds * creatureData[creature].resultCorrection
            end

            table.insert(cols,'|style="border-right-width:0"| [[File:'..string.gsub(foodname, ':', ' ')..'.png|30px]] '..dlclink(foodname))
            table.insert(cols,';border-left-width:0"|'..foodPiecesNeeded)
            if nonViolent then
              -- feeding intervall (only approximately (mean), exact numbers seem to be more complicated because of inital longer pause)
              -- the last feeded food grants the tame instantly, so subtract one of the needed pieces for the time
              local feedingInterval = 0
              if foodPiecesNeeded > 1 then
                feedingInterval = seconds/(foodPiecesNeeded-1)
              end
              table.insert(cols,'"|'..os.date("!%M:%S",feedingInterval))
            else
              -- extra needed torpor to eat needed food
              local torporNeeded = math.ceil(torporDeplPS * seconds - totalTorpor)
              if torporNeeded < 0 then
                torporNeeded = 0
              end

              -- only display number of narcos if columns exist
              if torporDeplPS > 0 then
                -- amount of Narcoberries (give 7.5 torpor each over 3s)
                table.insert(cols,'"|'..math.ceil(torporNeeded/(7.5+3*torporDeplPS)))
                -- amount of Narcotics (give 40 each over 8s)
                table.insert(cols,'"|'..math.ceil(torporNeeded/(40+8*torporDeplPS)))
                -- amount of Bio Toxins (give 80 each over 16s)
                table.insert(cols,'"|'..math.ceil(torporNeeded/(80+16*torporDeplPS)))
              end
            end
            -- needed Time to eat
            table.insert(cols,'"|'..math.floor(seconds/3600)..':'..os.date("!%M:%S",seconds))

            table.insert(rows,table.concat(cols,'\n| align="right" style="min-width:2.8em'))
          end
        end
      end

      local torporInfoRows = ''
      if not nonViolent then
        if heavyWeaponKnockout then
          --
          local ballistaTorpor = creatureData[creature].heavyWeaponTorporValue['ballistaBolt']
          local boulderTorpor = creatureData[creature].heavyWeaponTorporValue['boulder']
          local rocketTorpor = creatureData[creature].heavyWeaponTorporValue['rocket']
          local homingRocketTorpor = creatureData[creature].heavyWeaponTorporValue['homingRocket']
          local cannonballTorpor = creatureData[creature].heavyWeaponTorporValue['cannonball']
          -- 
          local ballistaBoltsNeeded = nil
          local bouldersNeeded = nil
          local rocketsNeeded = nil
          local homingRocketsNeeded = nil
          local cannonballsNeeded = nil

          if (totalTorpor == 0 or ballistaTorpor == 0) then
            ballistaBoltsNeeded = '<span style="font-style:oblique;">N/A</span>'
          else
            ballistaBoltsNeeded = math.ceil(totalTorpor/ballistaTorpor)
          end
          --
          if (totalTorpor == 0 or boulderTorpor == 0) then
            bouldersNeeded = '<span style="font-style:oblique;">N/A</span>'
          else
            bouldersNeeded = math.ceil(totalTorpor/boulderTorpor)
          end
          --
          if (totalTorpor == 0 or rocketTorpor == 0) then
            rocketsNeeded = '<span style="font-style:oblique;">N/A</span>'
          else
            rocketsNeeded = math.ceil(totalTorpor/rocketTorpor)
          end
          --
          if (totalTorpor == 0 or homingRocketTorpor == 0) then
            homingRocketsNeeded = '<span style="font-style:oblique;">N/A</span>'
          else
            homingRocketsNeeded = math.ceil(totalTorpor/homingRocketTorpor)
          end
          --
          if (totalTorpor == 0 or cannonballTorpor == 0) then
            cannonballsNeeded = '<span style="font-style:oblique;">N/A</span>'
          else
            cannonballsNeeded = math.ceil(totalTorpor/cannonballTorpor)
          end
          torporInfoRows = '\n|-\n| colspan="6" align="right" | <span class="hover-text" title="弓が完全に引かれ、ターゲットに防御力がなく、近接攻撃力が100%であると仮定した場合です。頭部に当てるとより効果的です。">気絶するまで</span>: [[File:Ballista Bolt.png|20px|Ballista Hits|link=Ballista Bolt]] × '
          ..ballistaBoltsNeeded..
          '; [[File:Boulder.png|20px|スパイク付きの岩を撃つ|link=Boulder]] × '
          ..bouldersNeeded..
          '; [[File:Rocket Propelled Grenade.png|20px|ロケット弾を撃つ|link=Rocket Propelled Grenade]] × '
          ..rocketsNeeded..
          '; [[File:Rocket Homing Missile (Scorched Earth).png|20px|ホーミングミサイルを撃つ|link=Rocket Homing Missile (Scorched Earth)]] × '
          ..homingRocketsNeeded..
          '; [[File:Cannon Ball.png|20px|砲弾を撃つ|link=砲弾]] × '
          ..cannonballsNeeded
          -- print torpor depletion per s
          if torporDeplPS > 0 then
            torporInfoRows = torporInfoRows .. '\n|- style="font-size:0.8em"\n| colspan="6" align="right" | [[Torpidity]]-depletion: <span class="hover-text" title="That is approx. one Narcoberry every '..(math.floor(75/torporDeplPS)/10 + 3)..' s, one Narcotic every '..(math.floor(400/torporDeplPS)/10 + 5)..' s or one Bio Toxin every '..(math.floor(800/torporDeplPS)/10 + 16)..' s">'..(math.ceil(100*torporDeplPS)/100)..' / s</span>, Time until all torpidity is depleted: '..os.date("!%X", totalTorpor/torporDeplPS)
          end

        elseif not heavyWeaponKnockout then
          -- print needed tranq arrows needed to ko creature. Bow-arrow causes 20 dmg, tranqMultiplier are 2+2.5=4.5 ==> 90 Torpor/arrow. (20 dmg)
          -- crossbow 35 dmg * 4.5 ==> 157.5 torpor (35 dmg)
          -- slingshot: 14 dmg, stone-tranq-mult: 1.75 ==> 24.5 torpor (14 dmg)
          -- wooden club: 10 torpor (5 dmg)
          -- longneck dart: 26 * 8.5 = 221 (26 dmg)
          torporInfoRows = '\n|-\n| colspan="6" align="right" | <span class="hover-text" title="弓が完全に引かれ、ターゲットに防御力がなく、近接攻撃力が100%であると仮定した場合です。頭部に当てるとより効果的です。">気絶するまで</span>: [[File:Wooden Club.png|20px|木の棍棒|link=木の棍棒]] × '
          ..math.ceil(totalTorpor/10)..
          ', [[File:Slingshot.png|20px|パチンコ|link=パチンコ]] × '
          ..math.ceil(totalTorpor/24.5)..
          ', [[File:TranqArrowBow.png|20px|弓で麻酔矢|link=弓]] × '
          ..math.ceil(totalTorpor/90)..
          ', [[File:TranqArrowCrossbow.png|20px|クロスボウで麻酔矢|link=クロスボウ]] × '
          ..math.ceil(totalTorpor/157.5)..
          ', [[File:Tranquilizer Dart.png|20px|麻酔弾|link=麻酔弾]] × '
          ..math.ceil(totalTorpor/221)..
          ', [[File:Shocking Tranquilizer Dart.png|20px|強力麻酔弾|link=強力麻酔弾]] × '
          ..math.ceil(totalTorpor/442)
          -- print torpor depletion per s
          if torporDeplPS > 0 then
            torporInfoRows = torporInfoRows .. '\n|- style="font-size:0.8em"\n| colspan="6" align="right" | [[気絶値]]の減少値: <span class="hover-text" title="これはおおよそです。'..(math.floor(75/torporDeplPS)/10 + 3)..'秒ごとにナルコベリー1個、'..(math.floor(400/torporDeplPS)/10 + 5)..'秒ごとに麻酔薬1個、'..(math.floor(800/torporDeplPS)/10 + 16)..'秒ごとにバイオトキシン1個">'..(math.ceil(100*torporDeplPS)/100)..' / 秒</span>, 気絶状態から回復する時間: '..os.date("!%X", totalTorpor/torporDeplPS)
          end
        end	 
      end

      table.insert(tables,table.concat(rows,'\n|-\n')..torporInfoRows..'\n|}')
    end
    return '<div style="display:inline-block;margin:0 4px">\n'..table.concat(tables,'\n</div><div style="display:inline-block;margin:0 4px">\n')..'\n</div>'
  else
    return '<pre>Error: No taming-data for "'..creature..'" found. If the current page is not a creature-page, write the wanted creature as first parameter. Use only the common name, found on the creature\'s dossier.</pre>[[Category:Pages with broken TamingTable]]'
  end
end
return p
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