Module:Weapon: Difference between revisions

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Line 16: Line 16:
end
end
end
end
image = "veloren_" .. image .. ".png"
image = "Veloren_" .. image .. ".png"
return image
return image
end
end
Line 35: Line 35:
for k, v in pairs(weapons_table) do
for k, v in pairs(weapons_table) do
if v['name'] == weapon then
if v['name'] == weapon then
poise = v['poise'] * 10
poise = (v['poise']-1) * 10
end
end
end
end
return poise
return round(poise, 2) .. "%"
end

p.getWeaponRange = function(frame)
local weapon = frame.args[1]
local range = 0
for k, v in pairs(weapons_table) do
if v['name'] == weapon then
if v['range'] ~= nil then range = (v['range']-1) * 10 end
end
end
return round(range, 2) .. "%"
end

p.getWeaponEnergy = function(frame)
local weapon = frame.args[1]
local energy = 0
for k, v in pairs(weapons_table) do
if v['name'] == weapon then
if v['energy'] ~= nil then energy = (v['energy']-1) * 10 end
end
end
return round(energy, 2) .. "%"
end

p.getWeaponBuff = function(frame)
local weapon = frame.args[1]
local buff = 0
for k, v in pairs(weapons_table) do
if v['name'] == weapon then
if v['buff'] ~= nil then buff = (v['buff']-1) * 10 end
end
end
return round(buff, 2) .. "%"
end
end


Line 105: Line 138:
for k, v in pairs(weapons_table) do
for k, v in pairs(weapons_table) do
if v['name'] == weapon then
if v['name'] == weapon then
speed = v['speed']
speed = (v['speed']-1)*10
end
end
end
end
return speed
return round(speed, 2) .. "%"
end
end


Line 121: Line 154:
quality = v['quality']
quality = v['quality']
damage = v['damage'] * 10
damage = v['damage'] * 10
rating = v['rating']
poise = v['poise']
speed = v['speed']
speed = v['speed']
critchance = v['critchance']
critchance = v['critchance']
desc = v['desc']
desc = v['desc']
range = 1
energy = 1
buff = 1
if v['range'] ~= nil then range = v['range'] end
if v['energy'] ~= nil then energy = v['energy'] end
if v['buff'] ~= nil then buff = v['buff'] end
end
end
end
end
txt = frame:expandTemplate{ title = 'Infobox weapon', args = { image = image .. '.png', title = name, description = desc, power = damage, quality = quality, speed = speed, critchance = critchance .. '%'} }
txt = frame:expandTemplate{ title = 'Infobox weapon', args = {
image = image .. '.png',
title = name,
description = desc,
power = damage,
quality = quality,
rating = rating,
poise = (poise-1)*10 .. '%',
speed = (speed-1)*10 .. '%',
critchance = critchance*10 .. '%',
range = (range-1)*10 .. '%',
energy = (energy-1)*10 .. '%',
buff = (buff-1)*10 .. '%',
} }
return txt
return txt
end
end

Revision as of 23:26, 14 September 2022

Documentation for this module may be created at Module:Weapon/doc

local weapons_table = mw.text.jsonDecode(mw.getCurrentFrame():expandTemplate{title='Template:Weapons.json'})

local p = {}

function round(number, decimals)
    local power = 10^decimals
    return math.floor(number * power) / power
end


p.getWeaponImage = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			image = v['name']
		end
	end
	image = "Veloren_" .. image .. ".png"
	return image
end


p.getWeaponRating = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			rating = v['rating']
		end
	end
	return round(rating, 2) * 10
end

p.getWeaponPoise = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			poise = (v['poise']-1) * 10
		end
	end
	return round(poise, 2) .. "%"
end

p.getWeaponRange = function(frame)
	local weapon = frame.args[1]
	local range = 0
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			if v['range'] ~= nil then range = (v['range']-1) * 10 end
		end
	end
	return round(range, 2) .. "%"
end

p.getWeaponEnergy = function(frame)
	local weapon = frame.args[1]
	local energy = 0
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			if v['energy'] ~= nil then energy = (v['energy']-1) * 10 end
		end
	end
	return round(energy, 2) .. "%"
end

p.getWeaponBuff = function(frame)
	local weapon = frame.args[1]
	local buff = 0
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			if v['buff'] ~= nil then buff = (v['buff']-1) * 10 end
		end
	end
	return round(buff, 2) .. "%"
end

p.getWeaponCritChance = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			critchance = v['critchance'] * 100
		end
	end
	return round(critchance, 2) .. "%"
end

p.getWeaponName = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			name = v['name']
		end
	end
	return name
end

p.getWeaponPath = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			path = v['path']
		end
	end
	return path
end

p.getWeaponQuality = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			quality = v['quality']
		end
	end
	return frame:expandTemplate{ title = quality }
end

p.getWeaponDesc = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			desc = v['desc']
		end
	end
	return desc
end

p.getWeaponDamage = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			damage = v['power'] * 10
		end
	end
	return damage
end

p.getWeaponSpeed = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			speed = (v['speed']-1)*10
		end
	end
	return round(speed, 2) .. "%"
end

p.getWeapon = function(frame)
	local weapon = frame.args[1]
	for k, v in pairs(weapons_table) do
		if v['name'] == weapon then
			image = v['name']
			name = v['name']
			w_type = v['type']
			path = v['path']
			quality = v['quality']
			damage = v['damage'] * 10
			rating = v['rating']
			poise = v['poise']
			speed = v['speed']
			critchance = v['critchance']
			desc = v['desc']
			
			range = 1
			energy = 1
			buff = 1
			if v['range'] ~= nil then range = v['range'] end
			if v['energy'] ~= nil then energy = v['energy'] end
			if v['buff'] ~= nil then buff = v['buff'] end
		end
	end
	txt = frame:expandTemplate{ title = 'Infobox weapon', args = {
		image = image .. '.png',
		title = name,
		description = desc,
		power = damage,
		quality = quality,
		rating = rating,
		poise = (poise-1)*10 .. '%',
		speed = (speed-1)*10 .. '%',
		critchance = critchance*10 .. '%',
		range = (range-1)*10 .. '%',
		energy = (energy-1)*10 .. '%',
		buff = (buff-1)*10 .. '%',
	} }
	return txt
end

return p
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