Module:Monsters
From Melvor Idle
Data is pulled from Module:GameData/data
local p = {}
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local Areas = require('Module:CombatAreas')
local Magic = require('Module:Magic')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Num = require('Module:Number')
function p.getMonster(name)
if name == 'Earth Golem (AoD)' then
-- Special case for ambiguous monster name
return p.getMonsterByID('melvorAoD:EarthGolem')
else
return GameData.getEntityByName('monsters', name)
end
end
function p.getMonsterByID(ID)
return GameData.getEntityByID('monsters', ID)
end
function p.getMonsterName(monster)
if monster.id == 'melvorAoD:EarthGolem' then
-- Special case for ambiguous monster name
return 'Earth Golem (AoD)'
else
return monster.name
end
end
function p.getPassive(name)
return GameData.getEntityByName('combatPassives', name)
end
function p.getPassiveByID(ID)
return GameData.getEntityByID('combatPassives', ID)
end
-- Given a list of monster IDs, calls statFunc with each monster and returns
-- the lowest & highest values
function p.getLowHighStat(idList, statFunc)
local lowVal, highVal = nil, nil
for i, monID in ipairs(idList) do
local monster = p.getMonsterByID(monID)
local statVal = statFunc(monster)
if lowVal == nil or statVal < lowVal then lowVal = statVal end
if highVal == nil or statVal > highVal then highVal = statVal end
end
return lowVal, highVal
end
function p._getMonsterStat(monster, statName)
if statName == 'Barrier' then
return p._getMonsterBarrier(monster)
elseif statName == 'HP' then
return p._getMonsterHP(monster)
elseif statName == 'maxHit' then
return p._getMonsterMaxHit(monster)
elseif statName == 'accuracyRating' then
return p._getMonsterAR(monster)
elseif statName == 'meleeEvasionRating' then
return p._getMonsterER(monster, 'Melee')
elseif statName == 'rangedEvasionRating' then
return p._getMonsterER(monster, 'Ranged')
elseif statName == 'magicEvasionRating' then
return p._getMonsterER(monster, 'Magic')
elseif statName == 'damageReduction' then
return p.getEquipmentStat(monster, 'damageReduction')
elseif statName == 'resistance' then
return p.getEquipmentStat(monster, 'resistance')
elseif statName == 'drReduction' then
return p._getMonsterDrReduction(monster)
end
return monster[statName]
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 Shared.printError('No monster with that name found')
end
return p._getMonsterStat(monster, StatName)
end
function p._getMonsterStyleIcon(frame)
local args = frame.args ~= nil and frame.args or frame
local monster = args[1]
local notext = args.notext
local nolink = args.nolink
local iconText = ''
if monster.attackType == 'melee' then
iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
elseif monster.attackType == 'ranged' then
iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
elseif monster.attackType == 'magic' then
iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
elseif monster.attackType == 'random' then
iconText = Icons.Icon({p.getMonsterName(monster), notext=notext, nolink=nolink, img='Question'})
end
return iconText
end
function p.getMonsterStyleIcon(frame)
local args = frame.args ~= nil and frame.args or frame
local MonsterName = args[1]
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
args[1] = monster
return p._getMonsterStyleIcon(args)
end
function p._getMonsterHP(monster)
return 10 * p._getMonsterLevel(monster, 'Hitpoints')
end
function p._getMonsterBarrier(monster)
--Monster Barrier is a percentage of its max health
local barPercent = 0
if monster.barrierPercent ~= nil then
barPercent = monster.barrierPercent
end
return p._getMonsterHP(monster) * barPercent * 0.01
end
function p.getMonsterEffectiveHP(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
else
return Shared.printError('No monster with that name found')
end
end
function p.getMonsterEffectiveBarrier(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return math.floor((p._getMonsterBarrier(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
else
return Shared.printError('No monster with that name found')
end
end
function p.getMonsterBarrier(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return p._getMonsterBarrier(monster)
else
return Shared.printError('No monster with that name found')
end
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 p._getMonsterHP(monster)
else
return Shared.printError('No monster with that name found')
end
end
function p._getMonsterLevel(monster, skillName)
local result = 0
if monster.levels[skillName] ~= nil then
result = monster.levels[skillName]
end
return result
end
function p.getMonsterLevel(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local SkillName = frame.args ~= nil and frame.args[2] or frame[2]
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
return p._getMonsterLevel(monster, SkillName)
end
function p.getEquipmentStat(monster, statName)
if monster.equipmentStats == nil then
return 0
else
return monster.equipmentStats[statName] or 0
end
end
function p.calculateStandardStat(effectiveLevel, bonus)
--Based on calculateStandardStat in Characters.js
return (effectiveLevel + 9) * (bonus + 64)
end
function p.calculateStandardMaxHit(baseLevel, strengthBonus)
--Based on calculateStandardMaxHit in Characters.js
local effectiveLevel = baseLevel + 9
return math.floor(10 * (1.3 + effectiveLevel / 10 + strengthBonus / 80 + effectiveLevel * strengthBonus / 640))
end
function p._getMonsterAttackSpeed(monster)
return p.getEquipmentStat(monster, 'attackSpeed') / 1000
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 p._getMonsterAttackSpeed(monster)
else
return Shared.printError('No monster with that name found')
end
end
function p._getMonsterCombatLevel(monster)
local base = 0.25 * (p._getMonsterLevel(monster, 'Defence') + p._getMonsterLevel(monster, 'Hitpoints'))
local melee = 0.325 * (p._getMonsterLevel(monster, 'Attack') + p._getMonsterLevel(monster, 'Strength'))
local range = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Ranged'))
local magic = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Magic'))
return math.floor(base + math.max(melee, range, magic))
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 Shared.printError('No monster with that name found')
end
return p._getMonsterCombatLevel(monster)
end
function p._getMonsterAR(monster)
local baseLevel = 0
local bonus = 0
if monster.attackType == 'melee' then
baseLevel = p._getMonsterLevel(monster, 'Attack')
bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
elseif monster.attackType == 'ranged' then
baseLevel = p._getMonsterLevel(monster, 'Ranged')
bonus = p.getEquipmentStat(monster, 'rangedAttackBonus')
elseif monster.attackType == 'magic' then
baseLevel = p._getMonsterLevel(monster, 'Magic')
bonus = p.getEquipmentStat(monster, 'magicAttackBonus')
elseif monster.attackType == 'random' then
--Bane has the same AR with every attack type so being lazy and just showing the one.
baseLevel = p._getMonsterLevel(monster, 'Attack')
bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
else
return Shared.printError('This monster has an invalid attack type somehow')
end
return p.calculateStandardStat(baseLevel, bonus)
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 Shared.printError('No monster with that name found')
end
return p._getMonsterAR(monster)
end
function p._getMonsterER(monster, style)
local baseLevel= 0
local bonus = 0
if style == "Melee" then
baseLevel = p._getMonsterLevel(monster, 'Defence')
bonus = p.getEquipmentStat(monster, 'meleeDefenceBonus')
elseif style == "Ranged" then
baseLevel = p._getMonsterLevel(monster, 'Defence')
bonus = p.getEquipmentStat(monster, 'rangedDefenceBonus')
elseif style == "Magic" then
baseLevel = math.floor(p._getMonsterLevel(monster, 'Magic') * 0.7 + p._getMonsterLevel(monster, 'Defence') * 0.3)
bonus = p.getEquipmentStat(monster, 'magicDefenceBonus')
else
return Shared.printError('Must choose Melee, Ranged, or Magic')
end
return p.calculateStandardStat(baseLevel, bonus)
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 Shared.printError('No monster with that name found')
end
return p._getMonsterER(monster, style)
end
-- Determines if the monster is capable of dropping bones, and returns the bones
-- item if so, or nil otherwise
function p._getMonsterBones(monster)
if monster.bones ~= nil then
local boneItem = Items.getItemByID(monster.bones.itemID)
local boneObj = { ["item"] = boneItem, ["quantity"] = monster.bones.quantity }
if boneItem.prayerPoints == nil then
-- Assume bones without prayer points are shards (from God dungeons),
-- and drop unconditionally
return boneObj
elseif not monster.isBoss and not p._isDungeonOnlyMonster(monster) then
-- Otherwise, bones drop when the monster isn't dungeon exclusive
return boneObj
end
end
end
function p._isDungeonOnlyMonster(monster)
local areaList = Areas._getMonsterAreas(monster)
local inDungeon = false
for i, area in ipairs(areaList) do
if area.type == 'dungeon' then
inDungeon = true
else
return false
end
end
return inDungeon
end
function p.isDungeonOnlyMonster(frame)
local monsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(monsterName)
if monster == nil then
return Shared.printError('No monster with name ' .. monsterName .. ' found')
end
return p._isDungeonOnlyMonster(monster)
end
function p._getMonsterAreas(monster, excludeDungeons, includeEffects)
if includeEffects == nil then includeEffects = false end
local resultPart = {}
local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
local areaList = Areas._getMonsterAreas(monster)
for i, area in ipairs(areaList) do
if area.type ~= 'dungeon' or not hideDungeons then
local imgType = (area.type == 'dungeon' and 'dungeon') or 'combatArea'
local txt = Icons.Icon({(area.name or area.id), type = imgType})
if area.type == 'slayerArea' then
local areaDescrip = Areas._getAreaStat(area, 'areaEffectDesc')
if areaDescrip ~= 'None' then
txt = txt..": <span class=\"text-negative\"> ''"..areaDescrip.."''</span>"
end
end
table.insert(resultPart, txt)
end
end
return table.concat(resultPart, '<br/>')
end
function p.getMonsterAreas(frame)
local monsterName = frame.args ~= nil and frame.args[1] or frame
local hideDungeons = frame.args ~= nil and frame.args[2] or nil
local includeEffects = frame.args ~= nil and frame.args[3] or true
local monster = p.getMonster(monsterName)
if monster == nil then
return Shared.printError('No monster with name ' .. monsterName .. ' found')
end
return p._getMonsterAreas(monster, hideDungeons, includeEffects)
end
function p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
local bestHit, prevHit = 0, 0
for i, dmg in ipairs(specAttack.damage) do
local thisHit = 0
if dmg.damageType == 'Normal' then
--Account for special attacks that include a normal attack hit
thisHit = normalMaxHit
if dmg.amplitude ~= nil then
thisHit = thisHit * (dmg.amplitude / 100)
end
elseif dmg.maxRoll == 'Fixed' then
thisHit = dmg.maxPercent * 10
elseif dmg.maxRoll == 'MaxHit' then
if dmg.character == 'Target' then
--Confusion applied damage based on the player's max hit. Gonna just ignore that one
thisHit = 0
else
thisHit = dmg.maxPercent * normalMaxHit * 0.01
end
elseif Shared.contains(dmg.maxRoll, "Fixed100") then
--Handles attacks that are doubled when conditions are met like Trogark's double damage if the player is burning
thisHit = dmg.maxPercent * 20
elseif dmg.maxRoll == 'MaxHitScaledByHP2x' then
thisHit = normalMaxHit * 2
elseif dmg.maxRoll == 'PoisonMax35' then
thisHit = normalMaxHit * 1.35
elseif dmg.maxRoll == "MaxHitDR" then
local monsterDR = 0
if monster ~= nil then
monsterDR = p._getMonsterStat(monster, 'damageReduction')
end
thisHit = normalMaxHit * dmg.maxPercent * 0.01 * (1 + monsterDR * 0.01)
elseif Shared.contains({'Bleeding', 'Poisoned'}, dmg.maxRoll) then
-- TODO: This is limited in that there is no verification that bleed/poison
-- can be applied to the target, it is assumed that it can and so this applies
thisHit = prevHit + dmg.maxPercent * 10
end
prevHit = thisHit
if thisHit > bestHit then
bestHit = thisHit
end
end
return bestHit
end
function p.canSpecAttackApplyEffect(specAttack, effectType)
local effectKeys = { 'prehitEffects', 'onhitEffects' }
for i, effectKey in ipairs(effectKeys) do
if type(specAttack[effectKey]) == 'table' then
for j, effect in pairs(specAttack[effectKey]) do
if effect.type == effectType or p.canModifiersApplyEffect(effect.modifiers, effectType) then
return true
end
end
end
end
return false
end
function p.canModifiersApplyEffect(modifiers, effectType)
-- List of modifiers which can result in the application of status effects
local statusModsAll = {
["Stun"] = { 'increasedGlobalStunChance', 'increasedMeleeStunChance' },
["Sleep"] = { 'increasedGlobalSleepChance' },
["Poison"] = { 'increasedChanceToApplyPoison' },
["Slow"] = { 'increased15SlowStunChance2Turns', 'increased30Slow5TurnsChance' }
}
local statusMods = statusModsAll[effectType]
if statusMods ~= nil and type(modifiers) == 'table' then
for modName, modMagnitude in pairs(modifiers) do
if Shared.contains(statusMods, modName) then
return true
end
end
end
return false
end
function p._getMonsterMaxHit(monster, doStuns)
-- 2021-06-11 Adjusted for v0.20 stun/sleep changes, where damage multiplier now applies
-- to all enemy attacks if stun/sleep is present on at least one special attack
if doStuns == nil then
doStuns = true
elseif type(doStuns) == 'string' then
doStuns = string.upper(doStuns) == 'TRUE'
end
-- Damage adjustments are defined as follows:
-- multiplier - Damage from modifier 'increasedDamageTaken' & additional damage while
-- stunned, asleep, or poisoned. Defined by in-game function
-- getDamageModifiers(). Applies after other percentage of flat adjustments.
-- percent - Percentage adjustments to the max hit. Applies before flat & multiplier
-- adjustments.
-- flat - Flat adjustments to the max hit. Applies after percent adjustments, and
-- after multiplier adjustments.
local dmgAdjust = { ["percent"] = 100, ["flat"] = 0, ["multiplier"] = 100 }
-- Check passives & effects that apply pre or on hit for damage modifiers
local dmgMods = {
-- List of modifiers which affect damage dealt, and whether they are percentage or flat adjustments
["increasedDamageTaken"] = { type = 'multiplier', mult = 1 },
["increasedMaxHitPercent"] = { type = 'percent', mult = 1 },
["increasedMeleeMaxHit"] = { type = 'percent', mult = 1 },
["increasedRangedMaxHit"] = { type = 'percent', mult = 1 },
["increasedMagicMaxHit"] = { type = 'percent', mult = 1 },
["increasedMaxHitFlat"] = { type = 'flat', mult = 10 },
["increasedMeleeMaxHitFlat"] = { type = 'flat', mult = 10 },
["increasedRangedMaxHitFlat"] = { type = 'flat', mult = 10 },
["increasedMagicMaxHitFlat"] = { type = 'flat', mult = 10 },
-- Rage: +2% max hit per stack, maximum of 10 stacks
["increasedRage"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 10 },
-- Dark Blade: +1% max hit per successful hit, maximum of 30 stacks
["increasedChanceDarkBlade"] = { type = 'percent', mult = 1, magnitude = 1, maxStacks = 30 },
-- Growing Madness/Moment in Time/Reign Over Time: +2% max hit per stack, maximum of 25 stacks
["growingMadnessPassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
["momentInTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
["reignOverTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 }
}
local effectKeys = { 'prehitEffects', 'onhitEffects' }
local dmgStatuses = {
-- List of status effects which can affect damage dealt
["Stun"] = { type = 'multiplier', magnitude = 30 },
["Sleep"] = { type = 'multiplier', magnitude = 20 }
}
local canApplyStatus = {}
-- Initialize table
for statusName, def in pairs(dmgStatuses) do
canApplyStatus[statusName] = false
end
local adjustForMod = function(mod, modMagnitude, effect)
local magnitude = mod.magnitude or modMagnitude
local maxStacks = mod.maxStacks or (effect ~= nil and effect.maxStacks) or 1
dmgAdjust[mod.type] = dmgAdjust[mod.type] + magnitude * mod.mult * maxStacks
end
local adjustForCurse = function(curseID, effect)
local curse = Magic.getSpellByID(curseID, 'curse')
if type(curse) == 'table' and type(curse.targetModifiers) == 'table' then
for modName, modMagnitude in pairs(curse.targetModifiers) do
local mod = dmgMods[modName]
if mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude, effect)
end
end
end
end
-- Check monster passives for modifiers which affect damage dealt, and alo if any modifiers
-- present can apply stun or sleep
if monster ~= nil and type(monster.passives) ~= nil then
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
if passive ~= nil and type(passive.modifiers) == 'table' then
for modName, modMagnitude in pairs(passive.modifiers) do
local mod = dmgMods[modName]
if modName == 'applyRandomCurseOnSpawn' then
-- Special case in which the enemy can apply a random curse. Currently
-- Anguish III is the curse with the highest +% damage taken, so use this.
adjustForCurse('melvorF:AnguishIII')
elseif mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude)
end
end
-- Check for application of relevant status effects
if doStuns then
for statusName, statusDef in pairs(dmgStatuses) do
if not canApplyStatus[statusName] and p.canModifiersApplyEffect(passive.modifiers, statusName) then
canApplyStatus[statusName] = true
end
end
end
end
end
end
local normalChance = 100
local specialMaxHit = 0
local normalMaxHit = p._getMonsterBaseMaxHit(monster)
local hasActiveBuffSpec = false
if monster.specialAttacks ~= nil then
for i, specAttackID in pairs(monster.specialAttacks) do
local specAttack = GameData.getEntityByID('attacks', specAttackID)
for i, effectKey in ipairs(effectKeys) do
if type(specAttack[effectKey]) == 'table' then
for j, effect in ipairs(specAttack[effectKey]) do
local countsOnPlayer = (effect.countsOn == nil or effect.countsOn == 'Attacker')
if countsOnPlayer then
-- Check for pre or on hit effects for modifiers which affect damage dealt
if type(effect.modifiers) == 'table' then
for modName, modMagnitude in pairs(effect.modifiers) do
local mod = dmgMods[modName]
if mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude, effect)
end
end
end
-- Check for curses which may cause the player to incur additional damage
if effect.effectType == 'Curse' then
-- If isRandom is true then a random curse is selected. Currently
-- Anguish III is the curse with the highest +% damage taken, so
-- use this.
local curseID = (effect.isRandom and 'melvorF:AnguishIII') or effect.curse
if curseID ~= nil then
adjustForCurse(curseID, effect)
end
end
end
end
end
end
if monster.overrideSpecialChances ~= nil then
normalChance = normalChance - monster.overrideSpecialChances[i]
else
normalChance = normalChance - specAttack.defaultChance
end
-- Check for application of relevant status effects
if doStuns then
for statusName, statusDef in pairs(dmgStatuses) do
if not canApplyStatus[statusName] and p.canSpecAttackApplyEffect(specAttack, statusName) then
canApplyStatus[statusName] = true
end
end
end
local thisMax = p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
if thisMax > specialMaxHit then specialMaxHit = thisMax end
if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then
hasActiveBuffSpec = true
end
end
if doStuns then
for statusName, statusDef in pairs(dmgStatuses) do
if canApplyStatus[statusName] then
local adjType = statusDef.type
dmgAdjust[adjType] = dmgAdjust[adjType] + statusDef.magnitude
end
end
end
end
--Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
if normalChance == 0 and not hasActiveBuffSpec then normalMaxHit = 0 end
local maxHit = math.floor(math.max(specialMaxHit, normalMaxHit) * dmgAdjust.percent / 100) + dmgAdjust.flat
return math.floor(maxHit * dmgAdjust.multiplier / 100)
end
function p.getMonsterMaxHit(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local doStuns = frame.args ~= nil and frame.args[2] or true
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
return p._getMonsterMaxHit(monster, doStuns)
end
function p._getMonsterBaseMaxHit(monster)
--8/27/21 - Now references p.calculateStandardMaxHit for Melee & Ranged
local result = 0
local baseLevel = 0
local bonus = 0
if monster.attackType == 'melee' then
baseLevel = p._getMonsterLevel(monster, 'Strength')
bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
result = p.calculateStandardMaxHit(baseLevel, bonus)
elseif monster.attackType == 'ranged' then
baseLevel = p._getMonsterLevel(monster, 'Ranged')
bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
result = p.calculateStandardMaxHit(baseLevel, bonus)
elseif monster.attackType == 'magic' then
if monster.selectedSpell == nil then
result = 0
else
local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
if mSpell == nil then
result = 0
else
baseLevel = p._getMonsterLevel(monster, 'Magic')
bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
result = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
end
end
elseif monster.attackType == 'random' then
local hitArray = {}
local iconText = Icons.Icon({'Melee', notext=true})
baseLevel = p._getMonsterLevel(monster, 'Strength')
bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
iconText = Icons.Icon({'Ranged', type='skill', notext=true})
baseLevel = p._getMonsterLevel(monster, 'Ranged')
bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
iconText = Icons.Icon({'Magic', type='skill', notext=true})
local magicDmg = 0
if monster.selectedSpell ~= nil then
local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
if mSpell ~= nil then
baseLevel = p._getMonsterLevel(monster, 'Magic')
bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
magicDmg = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
end
end
table.insert(hitArray, magicDmg)
local max = 0
for i, val in pairs(hitArray) do
if val > max then max = val end
end
result = max
else
return Shared.printError('This monster has an invalid attack type somehow')
end
return result
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 Shared.printError('No monster with that name found')
end
return p._getMonsterBaseMaxHit(monster)
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 Shared.printError('No monster with that name found')
end
local result = ''
local iconText = p._getMonsterStyleIcon({monster, notext=true})
local typeText = ''
if monster.attackType == 'melee' then
typeText = 'Melee'
elseif monster.attackType == 'ranged' then
typeText = 'Ranged'
elseif monster.attackType == 'magic' then
typeText = 'Magic'
elseif monster.attackType == 'random' then
typeText = "Random"
end
local buffAttacks = {}
local hasActiveBuffSpec = false
local isNormalAttackRelevant = false
local normalAttackChance = 100
if monster.specialAttacks ~= nil then
for i, specAttackID in pairs(monster.specialAttacks) do
local specAttack = GameData.getEntityByID('attacks', specAttackID)
local attChance = 0
if monster.overrideSpecialChances ~= nil then
attChance = monster.overrideSpecialChances[i]
else
attChance = specAttack.defaultChance
end
normalAttackChance = normalAttackChance - attChance
result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
--If this special attack applies a curse, let's actually list what that curse does
if specAttack.onhitEffects ~= nil then
for j, hitEffect in ipairs(specAttack.onhitEffects) do
if hitEffect.effectType == 'Curse' then
local curse = Magic.getSpellByID(hitEffect.curse, 'curse')
result = result..'\r\n*** '..Icons.Icon({curse.name, type='curse'})..': '..Magic._getSpellDescription(curse, true)
end
end
end
if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then
table.insert(buffAttacks, specAttack.name)
hasActiveBuffSpec = true
isNormalAttackRelevant = true
end
if not isNormalAttackRelevant and type(specAttack.damage) == 'table' then
-- Determine if the special attack uses normal damage in some form
for j, dmgData in ipairs(specAttack.damage) do
if dmgData.damageType == 'Normal' then
isNormalAttackRelevant = true
break
end
end
end
end
end
if isNormalAttackRelevant or normalAttackChance > 0 then
--Reformatting slightly - If there are any special attacks, specifically label the Normal Attack
local normalDmgText = ' 1 - '..Num.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage'
if normalAttackChance > 0 and normalAttackChance < 100 then
normalDmgText = normalAttackChance .. '% ' ..iconText..' Normal Attack\r\n** '..normalDmgText
elseif hasActiveBuffSpec and normalAttackChance == 0 then
--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
--(With a note about when it does it)
normalDmgText = iconText..' Normal Attack\r\n** '..normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'
end
result = '* ' .. normalDmgText .. result
end
return result
end
--Function for pulling how much the monster reduces the player DR
--Goes through the passvies to look for the decreasedPlayerDamageReduction modifier
function p._getMonsterDrReduction(monster)
local totalResult = 0
if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
if passive.modifiers ~= nil then
if passive.modifiers['decreasedPlayerDamageReduction'] ~= nil then
totalResult = totalResult + passive.modifiers['decreasedPlayerDamageReduction']
end
end
end
end
return totalResult
end
function p.getMonsterDrReduction(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
return p._getMonsterDrReduction(monster)
end
function p.getMonsterPassives(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
local result = ''
if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
result = result .. '===Passives==='
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
result = result .. '\r\n* ' .. passive.name .. '\r\n** ' .. Constants.getDescription(passive.customDescription, passive.modifiers)
end
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 Shared.printError('No monster with that name found')
end
local result = '[[Category:Monsters]]'
if monster.attackType == 'melee' then
result = result..'[[Category:Melee Monsters]]'
elseif monster.attackType == 'ranged' then
result = result..'[[Category:Ranged Monsters]]'
elseif monster.attackType == 'magic' then
result = result..'[[Category:Magic Monsters]]'
end
if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
result = result..'[[Category:Monsters with Special Attacks]]'
end
if monster.isBoss then
result = result..'[[Category:Bosses]]'
end
return result
end
function p.getMonsterBoxBarrierText(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
local barrier = p._getMonsterBarrier(monster)
if barrier == 0 then
return ''
end
local result = {}
table.insert(result, '|-\r\n| style="font-weight: bold;" | [[Barrier]]:')
table.insert(result, '\r\n| colspan=15 style="text-align: right" |')
table.insert(result, Icons.Icon({"Barrier", notext="true"}))
table.insert(result, ' '..barrier)
return table.concat(result, '')
end
function p.getOtherMonsterBoxText(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
local result = ''
--Going through and finding out which damage bonuses will apply to this monster
local monsterTypes = {}
if monster.isBoss then table.insert(monsterTypes, 'Boss') end
local areaList = Areas._getMonsterAreas(monster)
local counts = {combatArea = 0, slayerArea = 0, dungeon = 0, abyssDepth = 0}
for i, area in ipairs(areaList) do
counts[area.type] = (counts[area.type] or 0) + 1
end
if counts.combatArea > 0 then table.insert(monsterTypes, 'Combat Area') end
if counts.slayerArea > 0 then table.insert(monsterTypes, 'Slayer Area') end
if counts.dungeon > 0 then table.insert(monsterTypes, 'Dungeon') end
result = result.."\r\n|-\r\n|'''Monster Types:''' "..table.concat(monsterTypes, ", ")
local slayerCategoryText = 'N/A'
local slayerTaskCategory = p._getMonsterSlayerTaskCategory(monster)
if slayerTaskCategory ~= nil then
local catName = slayerTaskCategory.name
slayerCategoryText = '[[Slayer#' .. catName .. '|' .. catName .. ']]'
end
result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Slayer', type='skill'}).." [[Slayer#Slayer Tier Monsters|Tier]]:''' " .. slayerCategoryText
return result
end
function p._getMonsterSlayerTaskCategory(monster)
if monster.canSlayer then
for _, taskCategory in ipairs(GameData.rawData.slayerTaskCategories) do
local ms = taskCategory.monsterSelection
if ms.type == 'CombatLevel' and monster.damageType == nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
if cmbLevel >= ms.minLevel and (ms.maxLevel == nil or cmbLevel <= ms.maxLevel) then
return taskCategory
end
elseif ms.type == 'Abyss' and monster.damageType == 'melvorItA:Abyssal' then
if Areas._isMonsterInArea(monster, Areas.getAreaByID(ms.areaID)) then
return taskCategory
end
--else
-- error('Unknown Slayer task category monster selection type: ' .. (ms.type or 'nil'))
end
end
end
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 Shared.printError('No monster with that name found')
end
local result = ''
local bones = p._getMonsterBones(monster)
local boneVal = 0
local barrierDust = Items.getItemByID("melvorAoD:Barrier_Dust")
local dustVal = 0
--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
if bones ~= nil then
local boneQty = (bones.quantity ~= nil and bones.quantity or 1)
local barrier = p._getMonsterBarrier(monster)
result = result.."'''Always Drops:'''"
result = result..'\r\n{|class="wikitable" id="bonedrops"'
result = result..'\r\n!Item !! Qty'
result = result..'\r\n|-\r\n|'..Icons.Icon({bones.item.name, type='item'})
result = result..'||'..boneQty
if barrier > 0 then
local dustQty = math.max(math.floor(barrier / 10 / 20), 1)
result = result..'\r\n|-\r\n|'..Icons.Icon({barrierDust.name, type='item'})
result = result..'||'..dustQty
dustVal = dustQty * barrierDust.sellsFor
end
result = result..'\r\n'..'|}'
boneVal = boneQty * bones.item.sellsFor
end
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootValue = 0
local currencyID = 'melvorD:GP'
result = result.."'''Loot:'''"
local avgGp = 0
if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
local currencyDrop = monster.currencyDrops[1]
currencyID = currencyDrop.currencyID or 'melvorD:GP'
avgGp = (currencyDrop.min + currencyDrop.max) / 2
local gpTxt = Icons._Currency(currencyID, currencyDrop.min, currencyDrop.max)
result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt..'.'
end
local multiDrop = Shared.tableCount(monster.lootTable) > 1
local totalWt = 0
for i, row in ipairs(monster.lootTable) do
totalWt = totalWt + row.weight
end
result = result..'\r\n{|class="wikitable sortable" id="itemdrops"'
result = result..'\r\n!Item!!Qty'
result = result..'!!Price!!colspan="2"|Chance'
--Sort the loot table by weight in descending order
local lootTable = Shared.shallowClone(monster.lootTable)
table.sort(lootTable, function(a, b)
if a.weight == b.weight then
local aItem, bItem = Items.getItemByID(a.itemID), Items.getItemByID(b.itemID)
if aItem ~= nil and bItem ~= nil then
return aItem.name < bItem.name
else
return a.itemID < b.itemID
end
else
return a.weight > b.weight
end
end)
for i, row in ipairs(lootTable) do
local thisItem = Items.getItemByID(row.itemID)
currencyID = thisItem.sellsForCurrency or 'melvorD:GP'
if thisItem ~= nil then
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
else
result = result..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
end
result = result..'||style="text-align:right" data-sort-value="'..row.maxQuantity..'"|'
if row.maxQuantity > row.minQuantity then
result = result .. Num.formatnum(row.minQuantity) .. ' - '
end
result = result .. Num.formatnum(row.maxQuantity)
--Adding price columns
local itemPrice = 0
if thisItem == nil then
result = result..'||data-sort-value="0"|???'
else
itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
if itemPrice == 0 or row.maxQuantity == row.minQuantity then
result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity)
else
result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity, itemPrice * row.maxQuantity)
end
end
--Getting the drop chance
local dropChance = (row.weight / totalWt * lootChance)
if dropChance < 100 then
--Show fraction as long as it isn't going to be 1/1
result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
result = result..'|'..Num.fraction(row.weight * lootChance, totalWt * 100)
result = result..'||'
else
result = result..'||colspan="2" data-sort-value="'..row.weight..'"'
end
-- If chance is less than 0.10% then show 2 significant figures, otherwise 2 decimal places
local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
result = result..'style="text-align:right"|'..string.format(fmt, dropChance)..'%'
--Adding to the average loot value based on price & dropchance
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
end
if multiDrop then
result = result..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
if lootChance < 100 then
result = result..'\r\n|style="text-align:right"|'..Num.fraction(lootChance, 100)..'||'
else
result = result..'\r\n|colspan="2" '
end
result = result..'style="text-align:right"|'..Num.round(lootChance, 2, 2)..'%'
end
result = result..'\r\n|}'
result = result..'\r\nThe loot dropped by the average kill is worth '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0)).." if sold."
if avgGp > 0 then
result = result.."<br/>Including "..(currencyID == 'melvorD:GP' and 'GP' or 'AP')
if boneVal > 0 then
result = result..' and bones'
end
if dustVal > 0 then
result = result..' and barrier dust'
end
result = result..', the average kill is worth '.. Icons._Currency(currencyID, Num.round(avgGp + lootValue + boneVal + dustVal, 2, 0))..'.'
end
end
--If no other drops, make sure to at least say so.
if result == '' then result = 'None' end
return result
end
function p._getMonsterLootValue(monster)
if monster == nil then
return Shared.printError('No monster with that name found')
end
local result = 0
local boneVal = 0
local bones = p._getMonsterBones(monster)
--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
if bones ~= nil then
local boneQty = (bones.quantity ~= nil and bones.quantity) or 1
boneVal = bones.item.sellsFor * boneQty
result = result + boneVal
end
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootValue = 0
local avgGp = 0
if monster.gpDrops ~= nil then
avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
end
local multiDrop = Shared.tableCount(monster.lootTable) > 1
local totalWt = 0
for i, row in pairs(monster.lootTable) do
totalWt = totalWt + row.weight
end
for i, row in ipairs(monster.lootTable) do
local thisItem = Items.getItemByID(row.itemID)
--Adding price columns
local itemPrice = 0
if thisItem ~= nil then
itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
end
--Getting the drop chance
local dropChance = (row.weight / totalWt * lootChance)
--Adding to the average loot value based on price & dropchance
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
end
if avgGp > 0 then
result = result + avgGp + lootValue
end
end
return result
end
-- Find drop chance of specified item from specified monster.
-- Usage: |Monster Name|Item Name
function p.getItemDropChance(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local ItemName = frame.args ~= nil and frame.args[2] or frame[2]
local monster = p.getMonster(MonsterName)
local item = Items.getItem(ItemName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
if item == nil then
return Shared.printError('No item with that name found')
end
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local totalWt = 0
--for i, row in pairs(monster.lootTable) do
--totalWt = totalWt + row[2]
--end
local dropChance = 0
local dropWt = 0
for i, row in ipairs(monster.lootTable) do
totalWt = totalWt + row.weight
if item.id == row.itemID then
dropWt = row.weight
end
end
dropChance = (dropWt / totalWt * lootChance)
return Num.round(dropChance, 2, 2)
end
end
function p.getChestDrops(frame)
local chestName = frame.args ~= nil and frame.args[1] or frame
local chest = Items.getItem(chestName)
local currencyID = chest.sellsForCurrency or 'melvorD:GP'
if chest == nil then
return Shared.printError('No item named ' .. chestName .. ' found')
end
local result = ''
if chest.dropTable == nil then
return Shared.printError(chestName .. ' does not have a drop table')
else
local function formatNumRange(minValue, maxValue)
if maxValue ~= nil and maxValue > minValue then
return Num.formatnum(minValue) .. ' - ' .. Num.formatnum(maxValue)
else
return Num.formatnum(minValue)
end
end
local lootValue, foodValue = 0, 0
local totalWt = 0
local isAllFood = true
for i, row in ipairs(chest.dropTable) do
totalWt = totalWt + row.weight
if isAllFood then
-- If the container's contents are entirely food then we add additional
-- information to the output, so we determine this here
local item = Items.getItemByID(row.itemID)
if item ~= nil and item.healsFor == nil then
isAllFood = false
end
end
end
result = result..'\r\n{|class="wikitable sortable"'
result = result..'\r\n!Item!!Qty'
result = result..'!!colspan="2"|Chance!!Price' .. (isAllFood and '!!Healing!!Avg. Healing' or '')
--Sort the loot table by weight in descending order
local chestDrops = Shared.shallowClone(chest.dropTable)
table.sort(chestDrops, function(a, b) return a.weight > b.weight end)
for i, row in ipairs(chestDrops) do
local thisItem = Items.getItemByID(row.itemID)
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
result = result..'||style="text-align:right" data-sort-value="'..(row.minQuantity + row.maxQuantity)..'"| ' .. formatNumRange(row.minQuantity, row.maxQuantity)
local dropChance = (row.weight / totalWt) * 100
result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
result = result..'|'..Num.fraction(row.weight, totalWt)
result = result..'||style="text-align:right"|'..Num.round(dropChance, 2, 2)..'%'
result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
if thisItem.sellsFor == 0 or row.minQuantity == row.maxQuantity then
result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity)
else
result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity, thisItem.sellsFor * row.maxQuantity)
end
lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor * ((row.minQuantity + row.maxQuantity)/ 2))
if isAllFood then
local hp = thisItem.healsFor * 10
local minHeal, maxHeal = hp * row.minQuantity, hp * row.maxQuantity
local avgHpPerLoot = (dropChance * 0.01 * (minHeal + maxHeal) / 2)
foodValue = foodValue + avgHpPerLoot
result = result .. '||data-sort-value="' .. thisItem.healsFor .. '"'
result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. formatNumRange(minHeal, maxHeal)
result = result .. '||data-sort-value="' .. avgHpPerLoot .. '"'
result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(avgHpPerLoot, 2, 0)
end
end
result = result..'\r\n|}'
result = result..'\r\nThe average value of the contents of one chest is '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0))..'.'
if isAllFood then
result = result..'\r\n\r\nThe average healing of the contents of one chest is ' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(foodValue, 2, 0) .. '.'
end
end
return result
end
function p.getAreaMonsterTable(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local area = Areas.getArea(areaName)
if area == nil then
return Shared.printError('Could not find an area named ' .. areaName)
end
if area.type == 'dungeon' or area.type == 'abyssDepth' then
return p.getDungeonMonsterTable(frame)
end
local monsters = {}
local hasBarrier = false
for i, monsterID in ipairs(area.monsterIDs) do
local monster = p.getMonsterByID(monsterID)
if not hasBarrier and p._getMonsterBarrier(monster) > 0 then
hasBarrier = true
end
table.insert(monsters, monster)
end
local tableBits = {}
table.insert(tableBits, '{| class="wikitable sortable"')
table.insert(tableBits, '\r\n! Name !! Combat Level ')
if hasBarrier then
table.insert(tableBits, '!! [[Barrier]] ')
end
table.insert(tableBits, '!! Hitpoints !! colspan=2| Max Hit !! [[Combat Triangle|Combat Style]]')
for i, monster in ipairs(monsters) do
local rowBits = {}
table.insert(tableBits, '\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster'}))
table.insert(tableBits, '||'..p._getMonsterCombatLevel(monster))
if hasBarrier then
table.insert(tableBits, '||'..Num.formatnum(p._getMonsterBarrier(monster)))
end
table.insert(tableBits, '||'..Num.formatnum(p._getMonsterHP(monster)))
local drReduction = p._getMonsterDrReduction(monster)
local maxHit = p._getMonsterMaxHit(monster)
if drReduction > 0 then
table.insert(tableBits, '||style="text-align:right" data-sort-value="'..maxHit..'"| -'..drReduction..'% DR')
table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(maxHit))
else
table.insert(tableBits, '||style="text-align:right" colspan="2" data-sort-value="'..maxHit..'"|'..Num.formatnum(maxHit))
end
table.insert(tableBits, '||'..p._getMonsterStyleIcon({monster, nolink=true}))
end
table.insert(tableBits, '\r\n|}')
return table.concat(tableBits, '')
end
function p.getDungeonMonsterTable(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local area = Areas.getArea(areaName)
if area == nil then
return Shared.printError('Could not find a dungeon named ' .. areaName)
end
--For Dungeons, go through and count how many of each monster are in the dungeon first
local monsterCounts = {}
local monsters = {}
local hasBarrier = false
for i, monsterID in ipairs(area.monsterIDs) do
if monsterCounts[monsterID] == nil then
monsterCounts[monsterID] = 1
else
monsterCounts[monsterID] = monsterCounts[monsterID] + 1
if monsterID ~= 'melvorF:RandomITM' and monsterID ~= 'melvorTotH:RandomSpiderLair' then
monsters[monsterID] = p.getMonsterByID(monsterID)
if not hasBarrier and p._getMonsterBarrier(monsters[monsterID]) > 0 then
hasBarrier = true
end
end
end
end
local usedMonsters = {}
-- Declare function for building table rows to avoid repeating code
local buildRow = function(entityID, monsterCount, specialType)
local monIcon, monLevel, monHP, monMaxHit, monStyle, monCount, monDrReduce, monBarrier
local monData = {}
if specialType ~= nil and Shared.contains({'Afflicted', 'Spider', 'SlayerArea'}, specialType) then
-- Special handling for Into the Mist
if specialType == 'Afflicted' then
local iconQ = Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
monIcon = Icons.Icon({'Into the Mist', 'Afflicted Monster', nolink=true, img='Question'})
monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
elseif specialType == 'Spider' then
local iconQ = Icons.Icon({'', notext=true, nolink=true, img='Question'})
local monIconPart = { 'Any of the following:' }
for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
local monster = p.getMonsterByID(monsterID)
if monster ~= nil then
table.insert(monIconPart, Icons.Icon({p.getMonsterName(monster), type='monster'}))
end
end
monIcon = table.concat(monIconPart, '<br/>')
monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
elseif specialType == 'SlayerArea' then
-- entityID corresponds to a slayer area
local area = Areas.getAreaByID('slayer', entityID)
monIcon = Icons.Icon({area.name, type='combatArea'}) .. ' Monsters'
monLevel = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterCombatLevel(monster) end)}
if hasBarrier then
monBarrier = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterBarrier(monster) end)}
end
monHP = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterHP(monster) end)}
local lowMaxHit, highMaxHit = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterMaxHit(monster) end)
local lowDrReduce, highDrReduce = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterDrReduction(monster) end)
monMaxHit = highMaxHit
monDrReduce = highDrReduce
monStyle = Icons.Icon({area.name, area.name, notext=true, nolink=true, img='Question'})
monCount = monsterCount
end
else
-- entityID corresponds to a monster
local monster = p.getMonsterByID(entityID)
monIcon = Icons.Icon({p.getMonsterName(monster), type='monster'})
monLevel = p._getMonsterCombatLevel(monster)
if hasBarrier then
monBarrier = p._getMonsterBarrier(monster)
end
monHP = p._getMonsterHP(monster)
monDrReduce = p._getMonsterDrReduction(monster)
monMaxHit = p._getMonsterMaxHit(monster)
monStyle = p._getMonsterStyleIcon({monster})
monCount = monsterCount
end
local getValSort = function(val)
if type(val) == 'table' then
if type(val[1]) == 'number' and type(val[2]) == 'number' then
return (val[1] + val[2]) / 2
else
return (type(val[1]) == 'number' and val[1]) or 0
end
else
return (type(val) == 'number' and val) or 0
end
end
local getValText = function(val)
if type(val) == 'table' and Num.tableCount(val) == 2 then
if type(val[1]) == 'number' and type(val[2]) == 'number' then
return Num.formatnum(val[1]) .. ' - ' .. Num.formatnum(val[2])
else
return val[1] .. ' - ' .. val[2]
end
elseif type(val) == 'number' then
return Num.formatnum(val)
else
return val
end
end
local resultPart = {}
table.insert(resultPart, '\r\n|-\r\n| ' .. monIcon)
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monLevel) .. '"| ' .. getValText(monLevel))
if hasBarrier then
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monBarrier) .. '"| ' .. getValText(monBarrier))
end
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monHP) .. '"| ' .. getValText(monHP))
if type(monDrReduce) == 'number' and monDrReduce > 0 then
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="'..getValSort(monMaxHit)..'"| -'..monDrReduce..'% DR')
table.insert(resultPart, '\r\n|style="text-align:right"|'..getValText(monMaxHit))
else
table.insert(resultPart, '\r\n|style="text-align:right" colspan="2" data-sort-value="'..getValSort(monMaxHit)..'"|'..getValText(monMaxHit))
end
table.insert(resultPart, '\r\n| ' .. monStyle)
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monCount) .. '"| ' .. getValText(monCount))
return table.concat(resultPart)
end
local returnPart = {}
table.insert(returnPart, '{| class="wikitable sortable"')
table.insert(returnPart, '\r\n! Name !! Combat Level ')
if hasBarrier then
table.insert(returnPart, '!! [[Barrier]] ')
end
table.insert(returnPart, '!! Hitpoints !! colspan="2" | Max Hit !! [[Combat Triangle|Combat Style]] !! Count')
-- Special handing for Impending Darkness event
-- TODO needs to be revised once there is a better understanding of how the event works
for i, monsterID in ipairs(area.monsterIDs) do
if not Shared.contains(usedMonsters, monsterID) then
if monsterID == 'melvorF:RandomITM' then
--Special handling for Into the Mist
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Afflicted'))
elseif monsterID == 'melvorTotH:RandomSpiderLair' then
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Spider'))
else
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], hasBarrier))
end
table.insert(usedMonsters, monsterID)
end
end
table.insert(returnPart, '\r\n|}')
return table.concat(returnPart)
end
function p.getDungeonTotalHp(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local area = Areas.getArea(areaName)
if area == nil then
return Shared.printError('Could not find a dungeon named ' .. areaName)
end
local totalHP = 0
for i, monsterID in ipairs(area.monsterIDs) do
local monster = p.getMonsterByID(monsterID)
totalHP = totalHP + p._getMonsterHP(monster)
end
return totalHP
end
function p._getAreaMonsterList(area)
local monsterList = {}
for i, monsterID in ipairs(area.monsterIDs) do
local monster = p.getMonsterByID(monsterID)
table.insert(monsterList, Icons.Icon({p.getMonsterName(monster), type='monster'}))
end
return table.concat(monsterList, '<br/>')
end
function p._getDungeonMonsterList(area)
local monsterList = {}
local lastID = ''
local count = 0
local monsterCounts = {}
for i, monsterID in ipairs(area.monsterIDs) do
if lastID == '' then
lastID = monsterID
count = 1
elseif lastID == monsterID then
count = count + 1
else
table.insert(monsterCounts, { id = lastID, count = count })
lastID = monsterID
count = 1
end
end
table.insert(monsterCounts, { id = lastID, count = count })
for i, monster in ipairs(monsterCounts) do
if monster.id == 'melvorF:RandomITM' then
--Special handling for Afflicted Monsters
table.insert(monsterList, Icons.Icon({'Affliction', 'Afflicted Monster', img='Question', qty=monster.count}))
elseif monster.id == 'melvorTotH:RandomSpiderLair' then
local monIconPart = { Num.formatnum(monster.count) .. ' Spiders:' }
for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
local monster = p.getMonsterByID(monsterID)
if monster ~= nil then
table.insert(monIconPart, ' ' .. Icons.Icon({p.getMonsterName(monster), type='monster'}))
end
end
table.insert(monsterList, table.concat(monIconPart, '<br/>'))
else
local monsterObj = p.getMonsterByID(monster.id)
table.insert(monsterList, Icons.Icon({p.getMonsterName(monsterObj), type='monster', qty=monster.count}))
end
end
return table.concat(monsterList, '<br/>')
end
function p.getAreaMonsterList(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local area = Areas.getArea(areaName)
if area == nil then
return Shared.printError('Could not find an area named ' .. areaName)
end
if area.type == 'dungeon' or area.type == 'abyssDepth' then
return p._getDungeonMonsterList(area)
else
return p._getAreaMonsterList(area)
end
end
function p.getFoxyTable(frame)
local result = 'Monster,Min GP,Max GP,Average GP'
for i, monster in ipairs(GameData.rawData.monsters) do
if not p._isDungeonOnlyMonster(monster) then
if monster.gpDrops ~= nil and monster.gpDrops.max > 0 then
local avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
result = result .. '<br/>' .. p.getMonsterName(monster) .. ',' .. monster.gpDrops.min .. ',' .. monster.gpDrops.max .. ',' .. avgGp
end
end
end
return result
end
function p._getMonsterAverageGP(monster)
local result = ''
local totalGP = 0
local bones = p._getMonsterBones(monster)
if bones ~= nil then
totalGP = totalGP + bones.item.sellsFor * bones.quantity
end
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootValue = 0
local avgGp = 0
if monster.gpDrops ~= nil then
avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
end
totalGP = totalGP + avgGp
local totalWt = 0
for i, row in ipairs(monster.lootTable) do
totalWt = totalWt + row.weight
end
for i, row in ipairs(monster.lootTable) do
local thisItem = Items.getItemByID(row.itemID)
local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
--Getting the drop chance
local dropChance = (row.weight / totalWt * lootChance)
--Adding to the average loot value based on price & dropchance
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
end
totalGP = totalGP + lootValue
end
return Num.round(totalGP, 2, 2)
end
function p.getMonsterAverageGP(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
return p._getMonsterAverageGP(monster)
end
function p.getMonsterEVTable(frame)
local result = '{| class="wikitable sortable"'
result = result..'\r\n!Monster!!Combat Level!!Average GP'
for i, monster in ipairs(GameData.rawData.monsters) do
if not p._isDungeonOnlyMonster(monster) then
local monsterGP = p._getMonsterAverageGP(monster)
local combatLevel = p._getMonsterCombatLevel(monster)
result = result..'\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true})..'||'..combatLevel..'||'..monsterGP
end
end
result = result..'\r\n|}'
return result
end
function p.getSlayerTierMonsterTable(frame)
-- Input validation
local args = frame.args ~= nil and frame.args or frame
local categoryName = args[1]
local slayerCategory = GameData.getEntityByName('slayerTaskCategories', categoryName)
if slayerCategory == nil then
local catNames = {}
for i, cat in ipairs(GameData.rawData.slayerTaskCategories) do
if cat.name ~= nil then
table.insert(catNames, cat.name)
end
end
return Shared.printError('Invalid slayer category specified, must be any of: ' .. table.concat(catNames, ', '))
end
-- Build list of monsters
-- Right now hiddenMonsterIDs is empty
local hiddenMonsterIDs = {}
local monsterList = GameData.getEntities('monsters',
function(monster)
local monsterCat = p._getMonsterSlayerTaskCategory(monster)
return monsterCat ~= nil and monsterCat.id == slayerCategory.id
end
)
if Shared.tableIsEmpty(monsterList) then
-- Somehow no monsters are in the tier, return nothing
return ''
else
return p._getMonsterTable(monsterList, true)
end
end
function p.getFullMonsterTable(frame)
return p._getMonsterTable(GameData.rawData.monsters, false)
end
function p._getMonsterTable(monsters, excludeDungeons)
--Making a single function for getting a table of monsters given a list of IDs.
local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
local tableParts = {}
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
-- First header row
table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="4" | !! colspan="4" |Offensive Stats !! colspan="8" |')
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!Attack Speed (s) !!colspan="3"|Max Hit ')
table.insert(tableParts, '!!DR!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Bones !!Locations')
-- Generate row per monster
for i, monster in ipairs(monsters) do
-- Avoid processing monsters without equipment stats. These aren't actual
-- monsters, but instead are placeholders such as 'melvorF:RandomITM'
-- and 'melvorTotH:RandomSpiderLair' to denote a random selection from
-- a pool of monsters
if monster.equipmentStats ~= nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
local atkSpeed = p._getMonsterAttackSpeed(monster)
local maxHit = p._getMonsterMaxHit(monster)
local dr = nil
if monster.damageType == 'melvorItA:Abyssal' then
dr = p._getMonsterStat(monster, 'resistance')
else
dr = p._getMonsterStat(monster, 'damageReduction')
end
local drReduce = p._getMonsterDrReduction(monster)
local currVal = 0
if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
local firstDrop = monster.currencyDrops[1]
currVal = (firstDrop.min + firstDrop.max) / 2
end
local currText = Common.getCostString({ ["currencies"] = monster.currencyDrops })
local bones = p._getMonsterBones(monster)
local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
if drReduce > 0 then
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '"| -' .. drReduce..'% DR')
table.insert(tableParts, '\r\n|style="text-align:right;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right" |' .. Num.formatnum(maxHit))
else
table.insert(tableParts, '\r\n|style="text-align:right;border-right:hidden" colspan="2" data-sort-value="' .. maxHit .. '"|' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right"|' .. Num.formatnum(maxHit))
end
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. dr .. '" |' .. dr..'%')
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. currVal .. '" |' .. currText)
table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
end
end
table.insert(tableParts, '\r\n|}')
return table.concat(tableParts)
end
function p.getMattMonsterTable(frame)
--Making a single function for getting a table of monsters given a list of IDs.
local tableParts = {}
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!ID !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value!!Locations')
-- Generate row per monster
for i, monster in ipairs(GameData.rawData.monsters) do
if p.getMonsterName(monster) ~= nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
local gpTxt = nil
if monster.gpDrops.min >= monster.gpDrops.max then
gpTxt = Num.formatnum(monster.gpDrops.min)
else
gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
end
local lootVal = p._getMonsterLootValue(monster)
local lootTxt = '0'
if lootVal ~= 0 then
lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
end
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, false))
end
end
table.insert(tableParts, '\r\n|}')
return table.concat(tableParts)
end
function p.getMattMonsterTableV2(frame)
--Making a single function for getting a table of monsters given a list of IDs.
local tableParts = {}
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
table.insert(tableParts, '!!Attack Speed (s) !!colspan="2"|Max Hit !!Accuracy ')
-- table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
-- table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value !!Bones')
-- Generate row per monster
for i, monster in ipairs(GameData.rawData.monsters) do
if p.getMonsterName(monster) ~= nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
local gpTxt = nil
if monster.gpDrops.min >= monster.gpDrops.max then
gpTxt = Num.formatnum(monster.gpDrops.min)
else
gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
end
local lootVal = p._getMonsterLootValue(monster)
local lootTxt = '0'
if lootVal ~= 0 then
lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
end
local atkSpeed = p._getMonsterAttackSpeed(monster)
local maxHit = p._getMonsterMaxHit(monster)
local accR = p._getMonsterAR(monster)
local evaR = {p._getMonsterER(monster, "Melee"), p._getMonsterER(monster, "Ranged"), p._getMonsterER(monster, "Magic")}
local bones = p._getMonsterBones(monster)
local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
-- table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Num.formatnum(evaR[1]))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
table.insert(tableParts, '\r\n|style="text-align:center;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Num.formatnum(maxHit))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Num.formatnum(accR))
--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Num.formatnum(evaR[2]))
--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Num.formatnum(evaR[3]))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
-- table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
end
end
table.insert(tableParts, '\r\n|}')
return table.concat(tableParts)
end
function p.getSpecialAttackTable(frame)
local spAttTable = {}
for i, monster in ipairs(GameData.rawData.monsters) do
if monster.specialAttacks ~= nil and not Shared.tableIsEmpty(monster.specialAttacks) then
local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
for j, spAttID in ipairs(monster.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
local attChance = (overrideChance and monster.overrideSpecialChances[j] or spAtt.defaultChance)
if spAttTable[spAtt.id] == nil then
spAttTable[spAtt.id] = { ['defn'] = spAtt, ['icons'] = {} }
end
if spAttTable[spAtt.id]['icons'][attChance] == nil then
spAttTable[spAtt.id]['icons'][attChance] = {}
end
table.insert(spAttTable[spAtt.id]['icons'][attChance], Icons.Icon({ p.getMonsterName(monster), type = 'monster' }))
end
end
end
local resultPart = {}
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!Name!!style="min-width:225px"|Monsters!!Chance!!Effect')
for i, spAttData in Shared.skpairs(spAttTable) do
local spAtt = spAttData.defn
local firstRow = true
local rowsSpanned = Shared.tableCount(spAttData.icons)
local rowSuffix = ''
if rowsSpanned > 1 then
rowSuffix = '|rowspan="' .. rowsSpanned .. '"'
end
for chance, iconList in Shared.skpairs(spAttData.icons) do
table.insert(resultPart, '\r\n|-')
if firstRow then
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
end
table.insert(resultPart, '\r\n|data-sort-value="' .. spAtt.name .. '"| ' .. table.concat(iconList, '<br/>'))
table.insert(resultPart, '\r\n|data-sort-value="' .. chance .. '"| ' .. Num.round(chance, 2, 0) .. '%')
if firstRow then
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.description)
firstRow = false
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot TablesTemplate:MonsterLootTables
--It exists because I'm too lazy to manually type up all the new monsters - User:Falterfire
function p.getMonsterLootTableText()
local getAreaText = function(area)
local outArray = {}
table.insert(outArray, "==={{ZoneIcon|"..area.name.."|size=50}}===")
table.insert(outArray, "")
for i, monsterID in ipairs(area.monsterIDs) do
local monster = p.getMonsterByID(monsterID)
table.insert(outArray, "===={{MonsterIcon|"..p.getMonsterName(monster).."|size=40}}====")
table.insert(outArray, "{{MonsterDrops|"..p.getMonsterName(monster).."|size=40}}")
end
return table.concat(outArray, "\r\n")
end
local fullArray = {}
local areaArray = Areas.getAreas(function(a) return a.type == 'combatArea' end)
for i, area in ipairs(areaArray) do
table.insert(fullArray, getAreaText(area))
end
areaArray = Areas.getAreas(function(a) return a.type == 'slayerArea' end)
for i, area in ipairs(areaArray) do
table.insert(fullArray, getAreaText(area))
end
return table.concat(fullArray, "\r\n\r\n----\r\n")
end
--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot Tables
--It exists because I'm too lazy to manually type up all the new chests - User:Falterfire
function p.getChestLootTables()
local items = Items.getItems(function(item) return item.dropTable ~= nil end)
local outArray = {}
for i, item in ipairs(items) do
table.insert(outArray, "==={{ItemIcon|"..item.name.."|size=30}}===")
table.insert(outArray, "{{ChestDrops|"..item.name.."}}")
end
return table.concat(outArray, "\r\n")
end
--Returns the expansion icon for the item if it has one
function p.getExpansionIcon(frame)
local monsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(monsterName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
return Icons.getExpansionIcon(monster.id)
end
return p