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Module:Monsters: Difference between revisions

From Melvor Idle
Fixed lua error and added functions to get the name of the monster's damage type
(Added support for abyssal resistance in effective monster HP)
(Fixed lua error and added functions to get the name of the monster's damage type)
Line 142: Line 142:
local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
if monster ~= nil then
if monster ~= nil then
if monster.damageType == 'melvorD:Normal' then
if monster.damageType == nil or monster.damageType == 'melvorD:Normal' then
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
elseif monster.damageType == 'melvorItA:Abyssal' then
elseif monster.damageType == 'melvorItA:Abyssal' then
Line 202: Line 202:


return p._getMonsterLevel(monster, SkillName)
return p._getMonsterLevel(monster, SkillName)
end
function p._getMonsterDamageType(monster)
local result = 'Normal Damage'
local damageType = GameData.getEntityByID('damageTypes', monster.damageType)
if damageType ~= nil then
result = damageType.name
end
return result
end
function p.getMonsterDamageType(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._getMonsterDamageType(monster)
end
end