Module:Monsters
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)
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
if monster.lootTable ~= nil then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
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'
--if multiDrop then result = result..'!!Weight' end
result = result..'!!colspan="2"|Chance'
--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])
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})..'||'
if row[3] > 1 then result = result.. '1 - ' end
result = result..row[3]
local dropChance = (row[2] / totalWt * lootChance)
result = result..'||'..Shared.fraction(row[2] * lootChance, totalWt * 100)
result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
end
if multiDrop then
result = result..'\r\n|-class="sortbottom" \r\n!colspan="2"|Total:'
if lootChance < 100 then
result = result..'\r\n|'..Shared.fraction(lootChance, 100)..'||'
else
result = result..'\r\n|colspan="2" '
end
result = result..'style="text-align:right"|'..lootChance..'.00%'
end
result = result..'\r\n|}'
end
return result
end
return p