Module:Monsters: Difference between revisions
From Melvor Idle
Falterfire (talk | contribs) (Added 'none' for when a monster has no drops) |
Falterfire (talk | contribs) (Added value and EV) |
||
Line 380: | Line 380: | ||
if monster.lootTable ~= nil and not monster.isBoss then | if monster.lootTable ~= nil and not monster.isBoss then | ||
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100 | local lootChance = monster.lootChance ~= nil and monster.lootChance or 100 | ||
local lootValue = 0 | |||
result = result.."'''Loot:'''" | result = result.."'''Loot:'''" | ||
Line 399: | Line 400: | ||
result = result..'\r\n{|class="wikitable sortable"' | result = result..'\r\n{|class="wikitable sortable"' | ||
result = result..'\r\n!Item!!Qty' | result = result..'\r\n!Item!!Qty' | ||
result = result..'!!colspan="2"|Chance!!Price' | |||
--Sort the loot table by weight in descending order | --Sort the loot table by weight in descending order | ||
table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end) | table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end) | ||
for i, row in pairs(monster.lootTable) do | for i, row in pairs(monster.lootTable) do | ||
local thisItem = Items.getItemByID(row[1]) | local thisItem = Items.getItemByID(row[1]) | ||
local maxQty = row[3] | |||
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'}) | result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'}) | ||
result = result..'||style="text-align:right" data-sort-value="'.. | result = result..'||style="text-align:right" data-sort-value="'..maxQty..'"|' | ||
if | if maxQty > 1 then | ||
result = result.. '1 - ' | result = result.. '1 - ' | ||
end | end | ||
result = result..Shared.formatnum(row[3]) | result = result..Shared.formatnum(row[3]) | ||
--Getting the drop chance | |||
local dropChance = (row[2] / totalWt * lootChance) | local dropChance = (row[2] / totalWt * lootChance) | ||
result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"' | result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"' | ||
result = result..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100) | result = result..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100) | ||
result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%' | result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%' | ||
--Adding price columns | |||
local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0 | |||
if itemPrice == 0 or maxQty == 1 then | |||
result = result..'||'..Icons.GP(itemPrice) | |||
lootValue = lootValue + (dropChance * 0.01 * itemPrice) | |||
else | |||
result = result..'||'..Icons.GP(itemPrice, itemPrice * maxQty) | |||
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2)) | |||
end | |||
end | end | ||
if multiDrop then | if multiDrop then | ||
Line 424: | Line 436: | ||
result = result..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||' | result = result..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||' | ||
else | else | ||
result = result..'\r\n|colspan=" | result = result..'\r\n|colspan="3" ' | ||
end | end | ||
result = result..'style="text-align:right"|'..lootChance..'.00%' | result = result..'style="text-align:right"|'..lootChance..'.00%' | ||
result = result..'\r\n! ' | |||
end | end | ||
result = result..'\r\n|}' | result = result..'\r\n|}' | ||
result = result..'\r\nThe loot from the average kill is worth '..Icons.GP(Shared.round(lootValue, 2, 0)).." (Not including GP)" | |||
end | end | ||
Revision as of 20:16, 24 September 2020
Data is pulled from Module:GameData/data
local p = {}
local Constants = mw.loadData('Module:Constants/data')
local MonsterData = mw.loadData('Module:Monsters/data')
local AreaData = mw.loadData('Module:CombatAreas/data')
local Magic = require('Module:Magic')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
function p.getMonster(name)
local result = nil
if name == 'Spider (lv. 51)' or name == 'Spider' then
return p.getMonsterByID(50)
elseif name == 'Spider (lv. 52)' or name == 'Spider2' then
return p.getMonsterByID(51)
end
for i, monster in pairs(MonsterData.Monsters) do
if(monster.name == name) then
result = Shared.clone(monster)
--Make sure every monster has an ID, and account for the 1-based indexing of Lua
result.id = i - 1
end
end
return result
end
function p.getMonsterByID(ID)
return MonsterData.Monsters[ID + 1]
end
function p.getSpecialAttack(name)
local result = nil
for i, attack in pairs(MonsterData.SpecialAttacks) do
if(attack.name == name) then
result = Shared.clone(attack)
--Make sure every monster has an ID, and account for the 1-based indexing of Lua
result.id = i - 1
end
end
return result
end
function p.getSpecialAttackByID(ID)
return MonsterData.SpecialAttacks[ID + 1]
end
function p.getMonsterStat(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local StatName = frame.args ~= nil and frame.args[2] or frame[2]
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
if StatName == 'HP' then
return p.getMonsterHP(MonsterName)
elseif StatName == 'maxHit' then
return p.getMonsterMaxHit(MonsterName)
elseif StatName == 'accuracyRating' then
return p.getMonsterAR(MonsterName)
elseif StatName == 'meleeEvasionRating' then
return p.getMonsterER({MonsterName, 'Melee'})
elseif StatName == 'rangedEvasionRating' then
return p.getMonsterER({MonsterName, 'Ranged'})
elseif StatName == 'magicEvasionRating' then
return p.getMonsterER({MonsterName, 'Magic'})
end
return monster[StatName]
end
function p.getMonsterStyleIcon(frame)
local args = frame.args ~= nil and frame.args or frame
local MonsterName = args[1]
local notext = args.notext
local nolink = args.nolink
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local iconText = ''
if monster.attackType == Constants.attackType.Melee then
iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
elseif monster.attackType == Constants.attackType.Ranged then
iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
else
iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
end
return iconText
end
function p.getMonsterHP(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return monster.hitpoints * 10
else
return "ERROR: No monster with that name found"
end
end
function p.getMonsterAttackSpeed(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return monster.attackSpeed / 1000
else
return "ERROR: No monster with that name found"
end
end
function p.getMonsterCombatLevel(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local base = 0.25 * (monster.defenceLevel + monster.hitpoints)
local melee = 0.325 * (monster.attackLevel + monster.strengthLevel)
local range = 0.325 * (1.5 * monster.rangedLevel)
local magic = 0.325 * (1.5 * monster.magicLevel)
if melee > range and melee > magic then
return math.floor(base + melee)
elseif range > magic then
return math.floor(base + range)
else
return math.floor(base + magic)
end
end
function p.getMonsterAR(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local effAttLvl = 0
local attBonus = 0
if monster.attackType == Constants.attackType.Melee then
effAttLvl = monster.attackLevel + 9
attBonus = monster.attackBonus + 64
elseif monster.attackType == Constants.attackType.Ranged then
effAttLvl = monster.rangedLevel + 9
attBonus = monster.attackBonusRanged + 64
elseif monster.attackType == Constants.attackType.Magic then
effAttLvl = monster.magicLevel + 9
attBonus = monster.attackBonusMagic + 64
else
return "ERROR: This monster has an invalid attack type somehow"
end
return effAttLvl * attBonus
end
function p.getMonsterER(frame)
local args = frame.args ~= nil and frame.args or frame
local MonsterName = args[1]
local style = args[2]
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local effDefLvl = 0
local defBonus = 0
if style == "Melee" then
effDefLvl = monster.defenceLevel + 9
defBonus = monster.defenceBonus + 64
elseif style == "Ranged" then
effDefLvl = monster.defenceLevel + 9
defBonus = monster.defenceBonusRanged + 64
elseif style == "Magic" then
effDefLvl = math.floor(monster.magicLevel * 0.7 + monster.defenceLevel * 0.3) + 9
defBonus = monster.defenceBonusMagic + 64
else
return "ERROR: Must choose Melee, Ranged, or Magic"
end
return effDefLvl * defBonus
end
function p.getMonsterAreas(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with name "..monsterName.." found"
end
local result = ''
for i, area in pairs(AreaData.combatAreas) do
if Shared.contains(area.monsters, monster.id) then
if string.len(result) > 0 then result = result..'<br/>' end
result = result..Icons.Icon({area.areaName, type = 'combatArea'})
end
end
for i, area in pairs(AreaData.slayerAreas) do
if Shared.contains(area.monsters, monster.id) then
if string.len(result) > 0 then result = result..'<br/>' end
result = result..Icons.Icon({area.areaName, type = 'combatArea'})..'[[Category:Slayer Monsters]]'
end
end
for i, area in pairs(AreaData.dungeons) do
if Shared.contains(area.monsters, monster.id) then
if string.len(result) > 0 then result = result..'<br/>' end
result = result..Icons.Icon({area.name, type = 'dungeon'})..'[[Category:Dungeon Monsters]]'
end
end
return result
end
function p.getMonsterMaxHit(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local normalChance = 100
local specialMaxHit = 0
local normalMaxHit = p.getMonsterBaseMaxHit(frame)
if monster.hasSpecialAttack then
for i, specID in pairs(monster.specialAttackID) do
local specAttack = p.getSpecialAttackByID(specID)
if monster.overrideSpecialChances ~= nil then
normalChance = normalChance - monster.overrideSpecialChances[i]
else
normalChance = normalChance - specAttack.chance
end
local thisMax = 0
if specAttack.setDamage ~= nil then
thisMax = specAttack.setDamage * 10
else
thisMax = normalMaxHit
end
if thisMax > specialMaxHit then specialMaxHit = thisMax end
end
end
--Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
if normalChance == 0 then normalMaxHit = 0 end
return math.max(specialMaxHit, normalMaxHit)
end
function p.getMonsterBaseMaxHit(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local effStrLvl = 0
local strBonus = 0
if monster.attackType == Constants.attackType.Melee then
effStrLvl = monster.strengthLevel + 9
strBonus = monster.strengthBonus
elseif monster.attackType == Constants.attackType.Ranged then
effStrLvl = monster.rangedLevel + 9
strBonus = monster.strengthBonusRanged
elseif monster.attackType == Constants.attackType.Magic then
local mSpell = nil
if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID(monster.selectedSpell) end
if mSpell == nil then
return math.floor(10 * (monster.setMaxHit + (monster.setMaxHit * monster.damageBonusMagic / 100)))
else
return math.floor(10 * (mSpell.maxHit + (mSpell.maxHit * monster.damageBonusMagic / 100)))
end
else
return "ERROR: This monster has an invalid attack type somehow"
end
--Should only get here for Melee/Ranged, which use functionally the same damage formula
return math.floor(10 * (1.3 + (effStrLvl/10) + (strBonus / 80) + ((effStrLvl * strBonus) / 640)))
end
function p.getMonsterAttacks(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local result = ''
local iconText = ''
local typeText = ''
if monster.attackType == Constants.attackType.Melee then
iconText = Icons.Icon({'Melee', notext=true})
typeText = 'Melee'
elseif monster.attackType == Constants.attackType.Ranged then
iconText = Icons.Icon({'Ranged', type='skill', notext=true})
typeText = 'Ranged'
else
iconText = Icons.Icon({'Magic', type='skill', notext=true})
typeText = 'Magic'
end
local normalAttackChance = 100
if monster.hasSpecialAttack then
for i, specID in pairs(monster.specialAttackID) do
local specAttack = p.getSpecialAttackByID(specID)
local attChance = 0
if monster.overrideSpecialChances ~= nil then
attChance = monster.overrideSpecialChances[i]
else
attChance = specAttack.chance
end
normalAttackChance = normalAttackChance - attChance
result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
end
end
if normalAttackChance == 100 then
result = iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'
elseif normalAttackChance > 0 then
result = '* '..normalAttackChance..'% '..iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result
end
return result
end
function p.getMonsterCategories(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local result = '[[Category:Monsters]]'
if monster.attackType == Constants.attackType.Melee then
result = result..'[[Category:Melee Monsters]]'
elseif monster.attackType == Constants.attackType.Ranged then
result = result..'[[Category:Ranged Monsters]]'
elseif monster.attackType == Constants.attackType.Magic then
result = result..'[[Category:Magic Monsters]]'
end
if monster.hasSpecialAttack then
result = result..'[[Category:Monsters with Special Attacks]]'
end
return result
end
function p.getMonsterDrops(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return "ERROR: No monster with that name found"
end
local result = ''
if monster.bones ~= nil then
local bones = Items.getItemByID(monster.bones)
--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
if (monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(bones.name, 'Shard') then
result = result.."'''Always Drops:'''"
result = result..'\r\n{|class="wikitable"'
result = result..'\r\n!Item !! Qty'
result = result..'\r\n|-\r\n|'..Icons.Icon({bones.name, type='item'})
result = result..'||'..(monster.boneQty ~= nil and monster.boneQty or 1)..'\r\n'..'|}'
end
end
if monster.lootTable ~= nil and not monster.isBoss then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootValue = 0
result = result.."'''Loot:'''"
if monster.dropCoins ~= nil then
local gpTxt = Icons.GP(monster.dropCoins[1], monster.dropCoins[2])
if lootChance == 100 then
result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt
else
result = result.."\r\nIf loot is received, the monster will also drop "..gpTxt
end
end
local multiDrop = Shared.tableCount(monster.lootTable) > 1
local totalWt = 0
for i, row in pairs(monster.lootTable) do
totalWt = totalWt + row[2]
end
result = result..'\r\n{|class="wikitable sortable"'
result = result..'\r\n!Item!!Qty'
result = result..'!!colspan="2"|Chance!!Price'
--Sort the loot table by weight in descending order
table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end)
for i, row in pairs(monster.lootTable) do
local thisItem = Items.getItemByID(row[1])
local maxQty = row[3]
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
result = result..'||style="text-align:right" data-sort-value="'..maxQty..'"|'
if maxQty > 1 then
result = result.. '1 - '
end
result = result..Shared.formatnum(row[3])
--Getting the drop chance
local dropChance = (row[2] / totalWt * lootChance)
result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
result = result..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100)
result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
--Adding price columns
local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
if itemPrice == 0 or maxQty == 1 then
result = result..'||'..Icons.GP(itemPrice)
lootValue = lootValue + (dropChance * 0.01 * itemPrice)
else
result = result..'||'..Icons.GP(itemPrice, itemPrice * maxQty)
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
end
end
if multiDrop then
result = result..'\r\n|-class="sortbottom" \r\n!colspan="2"|Total:'
if lootChance < 100 then
result = result..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||'
else
result = result..'\r\n|colspan="3" '
end
result = result..'style="text-align:right"|'..lootChance..'.00%'
result = result..'\r\n! '
end
result = result..'\r\n|}'
result = result..'\r\nThe loot from the average kill is worth '..Icons.GP(Shared.round(lootValue, 2, 0)).." (Not including GP)"
end
--If no other drops, make sure to at least say so.
if result == '' then result = 'None' end
return result
end
function p.getChestDrops(frame)
local ChestName = frame.args ~= nil and frame.args[1] or frame
local chest = Items.getItem(ChestName)
if chest == nil then
return "ERROR: No item named "..ChestName..' found'
end
local result = ''
if chest.dropTable == nil then
return "ERROR: "..ChestName.." does not have a drop table"
else
local lootChance = 100
local multiDrop = Shared.tableCount(chest.dropTable) > 1
local totalWt = 0
for i, row in pairs(chest.dropTable) do
totalWt = totalWt + row[2]
end
result = result..'\r\n{|class="wikitable sortable"'
result = result..'\r\n!Item!!Qty'
result = result..'!!colspan="2"|Chance!!Price'
--Sort the loot table by weight in descending order
table.sort(chest.dropTable, function(a, b) return a[2] > b[2] end)
for i, row in pairs(chest.dropTable) do
local thisItem = Items.getItemByID(row[1])
local qty = 1
if chest.dropQty ~= nil then qty = chest.dropQty[i] end
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
result = result..'||style="text-align:right" data-sort-value="'..qty..'"|'
if qty > 1 then
result = result.. '1 - '
end
result = result..Shared.formatnum(qty)
local dropChance = (row[2] / totalWt) * 100
result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
result = result..'|'..Shared.fraction(row[2], totalWt)
result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
result = result..'||style="text-align:right" data-sort-value="'..thisItem.sellsFor..'"'
if qty > 1 then
result = result..'|'..Icons.GP(thisItem.sellsFor, thisItem.sellsFor * qty)
else
result = result..'|'..Icons.GP(thisItem.sellsFor)
end
end
result = result..'\r\n|}'
end
return result
end
return p