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Module:Items: Difference between revisions

From Melvor Idle
Updates to getItemLootSourceTable
(Added p.getItemLootSourceTable)
(Updates to getItemLootSourceTable)
Line 389: Line 389:


   --Set up function for adding rows
   --Set up function for adding rows
   local buildRow = function(source, type, qty, chance)
   local buildRow = function(source, type, minqty, qty, chance)
     local rowTxt = '\r\n|-'
     local rowTxt = '\r\n|-'
     rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
     rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
     rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type
     rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type


     rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|1'
     rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
     if qty > 1 then rowTxt = rowTxt..' - '..qty end
     if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
     rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
     rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
     return rowTxt
     return rowTxt
Line 404: Line 404:
   --First up: Can we kill somebody and take theirs?
   --First up: Can we kill somebody and take theirs?
   for i, monster in pairs(MonsterData.Monsters) do
   for i, monster in pairs(MonsterData.Monsters) do
    local minqty = 1
     local qty = 1
     local qty = 1
     local chance = 0
     local chance = 0
     local wt = 0
     local wt = 0
     local totalWt = 0
     local totalWt = 0
     if monster.bones == item.id then
     --Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
    --... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
    if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
       qty = monster.boneQty ~= nil and monster.boneQty or 1
       qty = monster.boneQty ~= nil and monster.boneQty or 1
      minqty = qty
       chance = 100
       chance = 100
     elseif monster.lootTable ~= nil then
     elseif monster.lootTable ~= nil then
Line 426: Line 430:
     if chance > 0 then
     if chance > 0 then
       local sourceTxt = Icons.Icon({monster.name, type='monster'})
       local sourceTxt = Icons.Icon({monster.name, type='monster'})
       table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', qty = qty, chance = chance})
       table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
     end
     end
   end
   end
Line 448: Line 452:
         chance = (wt / totalWt) * 100
         chance = (wt / totalWt) * 100
         local sourceTxt = Icons.Icon({item2.name, type='item'})
         local sourceTxt = Icons.Icon({item2.name, type='item'})
         table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', qty = qty, chance = chance})
         table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
       end
       end
     end
     end
Line 470: Line 474:
         chance = (wt / totalWt) * 75
         chance = (wt / totalWt) * 75
         local sourceTxt = Icons.Icon({npc.name, type='npc'})
         local sourceTxt = Icons.Icon({npc.name, type='npc'})
         table.insert(dropRows, {source = sourceTxt, type = thiefType, qty = qty, chance = chance})
         table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
       end
       end
     end
     end
   end
   end
    
    
 
  table.sort(dropRows, function(a, b) return a.qty * a.chance > b.qty * b.chance end)
   for i, data in pairs(dropRows) do
   for i, data in pairs(dropRows) do
     result = result..buildRow(data.source, data.type, data.qty, data.chance)
     result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
   end
   end