Module:Items: Difference between revisions
From Melvor Idle
Falterfire (talk | contribs) (Added links to tier column in potion table) |
Falterfire (talk | contribs) (Added getCreationTable) |
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result = result..'\r\n|}' | result = result..'\r\n|}' | ||
return result | |||
end | |||
function p.getCreationTable(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 | |||
local skill = '' | |||
local time = 0 | |||
local lvl = 0 | |||
local xp = 0 | |||
local qty = 0 | |||
local req = {} | |||
--First figure out what skill is used to make this... | |||
if item.smithingLevel ~= nil then | |||
skill = 'Smithing' | |||
lvl = item.smithingLevel | |||
xp = item.smithingXP | |||
req = item.smithReq | |||
qty = item.smithingQty | |||
time = 2 | |||
elseif item.craftingLevel ~= nil then | |||
skill = 'Crafting' | |||
lvl = item.craftingLevel | |||
xp = item.craftingXP | |||
req = item.craftReq | |||
qty = item.craftQty | |||
time = 3 | |||
elseif item.runecraftingLevel ~= nil then | |||
skill = 'Runecrafting' | |||
lvl = item.runecraftingLevel | |||
xp = item.runecraftingXP | |||
req = item.runecraftReq | |||
qty = item.runecraftQty | |||
time = 2 | |||
elseif item.fletchingLevel ~= nil then | |||
skill = 'Fletching' | |||
lvl = item.fletchingLevel | |||
xp = item.fletchingXP | |||
req = item.fletchReq | |||
qty = item.fletchQty | |||
time = 2 | |||
else | |||
return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)" | |||
end | |||
if qty == nil then qty = 1 end | |||
local result = '{|class="wikitable"' | |||
result = result..'\r\n!colspan="2"|Item Creation\r\n|-' | |||
result = result..'\r\n!style="text-align: right;"|Requirements' | |||
result = result..'||'..Icons.Icon({skill, type="skill", notext="true"}).."'''"..lvl.."'''" | |||
result = result..'\r\n!style="text-align: right;"|Materials||' | |||
for i, mat in pairs(req) do | |||
if i > 1 then result = result..'<br/>' end | |||
local matItem = p.getItemByID(mat.id) | |||
if matItem == nil then | |||
result = result..mat.qty..'x ?????' | |||
else | |||
result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty}) | |||
end | |||
end | |||
result = result..'\r\n!style="text-align:right;"|Base Quantity' | |||
result = result..'||'..qty | |||
result = result..'\r\n!style="text-align:right;"|Base Experience' | |||
result = result..'||'..xp | |||
result = result..'\r\n!style="text-align:right;"|Base Creation Time' | |||
result = result..'||'..time..' seconds' | |||
result = result..'\r\n|}' | |||
return result | return result | ||
end | end | ||
return p | return p |
Revision as of 19:14, 21 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.getItemByID(ID)
local result = Shared.clone(ItemData[ID + 1])
if result ~= nil then
result.id = ID
end
return result
end
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(item, StatName, ZeroIfNil)
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
elseif StatName == 'attackType' then
result = p._getWeaponAttackType(item)
end
if result == nil and ZeroIfNil then result = 0 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
return p._getItemStat(item, StatName, ZeroIfNil)
end
function p._getWeaponAttackType(item)
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
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
return p._getWeaponAttackType(item)
end
function p.getPotionTable(frame)
local potionName = frame.args ~= nil and frame.args[1] or frame
local tiers = {'I', 'II', 'III', 'IV'}
local result = '{| class="wikitable"'
result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
for i, tier in pairs(tiers) do
local tierName = potionName..' '..tier
local potion = p.getItem(tierName)
if potion == nil then
mw.log("Failed to get tier "..tier)
else
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
result = result..'||'..'[['..tierName..'|'..tier..']]'
result = result..'||'..potion.potionCharges..'||'..potion.description
end
end
result = result..'\r\n|}'
return result
end
function p.getCreationTable(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
local skill = ''
local time = 0
local lvl = 0
local xp = 0
local qty = 0
local req = {}
--First figure out what skill is used to make this...
if item.smithingLevel ~= nil then
skill = 'Smithing'
lvl = item.smithingLevel
xp = item.smithingXP
req = item.smithReq
qty = item.smithingQty
time = 2
elseif item.craftingLevel ~= nil then
skill = 'Crafting'
lvl = item.craftingLevel
xp = item.craftingXP
req = item.craftReq
qty = item.craftQty
time = 3
elseif item.runecraftingLevel ~= nil then
skill = 'Runecrafting'
lvl = item.runecraftingLevel
xp = item.runecraftingXP
req = item.runecraftReq
qty = item.runecraftQty
time = 2
elseif item.fletchingLevel ~= nil then
skill = 'Fletching'
lvl = item.fletchingLevel
xp = item.fletchingXP
req = item.fletchReq
qty = item.fletchQty
time = 2
else
return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
end
if qty == nil then qty = 1 end
local result = '{|class="wikitable"'
result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
result = result..'\r\n!style="text-align: right;"|Requirements'
result = result..'||'..Icons.Icon({skill, type="skill", notext="true"}).."'''"..lvl.."'''"
result = result..'\r\n!style="text-align: right;"|Materials||'
for i, mat in pairs(req) do
if i > 1 then result = result..'<br/>' end
local matItem = p.getItemByID(mat.id)
if matItem == nil then
result = result..mat.qty..'x ?????'
else
result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
end
end
result = result..'\r\n!style="text-align:right;"|Base Quantity'
result = result..'||'..qty
result = result..'\r\n!style="text-align:right;"|Base Experience'
result = result..'||'..xp
result = result..'\r\n!style="text-align:right;"|Base Creation Time'
result = result..'||'..time..' seconds'
result = result..'\r\n|}'
return result
end
return p