Module:Items: Difference between revisions
From Melvor Idle
Falterfire (talk | contribs) (Added support for stab/slash/block bonuses) |
Falterfire (talk | contribs) (Added getWeaponAttackType) |
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Line 24: | Line 24: | ||
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false' | local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false' | ||
local item = p.getItem(ItemName) | local item = p.getItem(ItemName) | ||
if item | if item == nil then | ||
local result = item[StatName] | return "ERROR: No item named "..ItemName.." exists in the data module" | ||
end | |||
local result = item[StatName] | |||
--Special Overrides: | |||
if StatName == 'stabAttackBonus' then | |||
if item.attacBonus == nil then | |||
result = nil | |||
else | |||
result = item.attackBonus[1] | |||
end | |||
elseif StatName == 'slashAttackBonus' then | |||
if item.attackBonus == nil then | |||
result = nil | |||
else | |||
result = item.attackBonus[2] | |||
end | |||
elseif StatName == 'blockAttackBonus' then | |||
if item.attackBonus == nil then | |||
result = nil | |||
else | |||
result = item.attackBonus[3] | |||
end | end | ||
end | |||
if result == nil and ZeroIfNil then result = 0 end | |||
return result | |||
end | |||
function p.getWeaponAttackType(frame) | |||
if | local itemName = frame.args ~= nil and frame.args[1] or frame | ||
return | local item = p.getItem(itemName) | ||
if item == nil then | |||
return "ERROR: No item named "..ItemName.." exists in the data module" | |||
end | |||
if item.type == 'Weapon' then | |||
return Icons.Icon({'Melee'}) | |||
elseif item.type == 'Ranged Weapon' then | |||
return Icons.Icon({'Ranged', type='skill'}) | |||
elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then | |||
return Icons.Icon({'Magic', type='skill'}) | |||
else | else | ||
return " | return "Invalid" | ||
end | end | ||
end | end | ||
return p | return p |
Revision as of 02:53, 18 September 2020
Lua module containing all sorts of functions for getting data on items. Pulls data from Module:GameData/data.
Some functions were split to submodules:
local p = {}
local ItemData = mw.loadData('Module:Items/data')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
function p.getItem(name)
local result = nil
for i, item in pairs(ItemData) do
if(item.name == name) then
result = Shared.clone(item)
--Make sure every item has an id, and account for Lua being 1-index
result.id = i -1
end
end
return result
end
function p.getItemStat(frame)
local args = frame.args ~= nil and frame.args or frame
local ItemName = args[1]
local StatName = args[2]
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
local item = p.getItem(ItemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
local result = item[StatName]
--Special Overrides:
if StatName == 'stabAttackBonus' then
if item.attacBonus == nil then
result = nil
else
result = item.attackBonus[1]
end
elseif StatName == 'slashAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[2]
end
elseif StatName == 'blockAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[3]
end
end
if result == nil and ZeroIfNil then result = 0 end
return result
end
function p.getWeaponAttackType(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
if item.type == 'Weapon' then
return Icons.Icon({'Melee'})
elseif item.type == 'Ranged Weapon' then
return Icons.Icon({'Ranged', type='skill'})
elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
return Icons.Icon({'Magic', type='skill'})
else
return "Invalid"
end
end
return p