Module:Monsters
From Melvor Idle
Data is pulled from Module:GameData/data
local p = {}
local Constants = mw.loadData('Module:Constants/data')
local MonsterData = mw.loadData('Module:Monsters/data')
function p.getMonster(name)
local result = nil
for i, monster in pairs(MonsterData) do
if(monster.name == name) then
result = monster
end
end
return result
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 monster[StatName]
else
return "ERROR: No monster with that name found"
end
end
function p.getMonsterHP(frame)
local MonsterName = frame.args[1]
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[1]
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[1]
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 MonsterName = frame.args[1]
local style = frame.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
return p