From Dark and Darker Wiki
Overview
Functions for making Iconbox table. Data comes from various data jsons: Data:Weapon.json, Data:Armor.json, Data:Accessory.json, Data:Utility.json, Data:Misc.json, Data:Monster.json, Data:Prop.json.
Functions
draw
Creates an iconbox that floats to the right.
Parameters
- name - <Name>
- is_active - {1,2,3,4,5,6,7,8,Common,Elite,Nightmare}
- category - {Weapon,Armor,Accessory,Utility,Misc,Monster,Prop}
draw examples
Halberd,7,Weapon
{{#invoke:Infobox|draw|name=Halberd|category=Weapon}}
Cinder,8,Weapon
{{#invoke:Infobox|draw|name=Cinder|is_active=8|category=Weapon}}
-
Physical Base Weapon Damage 60~61
-
-
Move Speed -45
-
-
Up to 5 extra enchantments
-
-
Successful weapon attacks sears the target for 10
Fire Magical Base Damage (100% Scaling) and burns them for 27
Fire Magical Base Damage (50% Scaling) over 9 seconds.
-
Weapon Type:
Polearm
Slot Type:
Main-Hand
Hand Type:
Two Handed
Hitbox:
119.7x15.84x2.14
Stack Size:
1
It will be difficult to keep track of your kill count for they have all been reduced to a pile of ash.
Ranger Hood,5,Armor
{{#invoke:Infobox|draw|name=Ranger Hood|is_active=5|category=Armor}}
Code
local p = {}
local concat = table.concat
local function count(t)
local c = 0
for _,_ in pairs(t) do c = c + 1 end
return c
end
local function search(t,v)
for ind,val in ipairs(t) do
if v == val then return true end
end
return false
end
local function hline()
return "<div class='line' style='background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))'></div>"
end
local function row_h(title, content)
if not content or content == "" or content == 0 then return "" end
return string.format("<div style='display:flex;flex-direction:row;justify-content:center;white-space:pre-wrap;color:rgb(160,160,140)'><div style='text-align:right; color:rgb(70,70,70)'>%s: </div><div>%s</div></div>", title, content)
end
local function row_v(title, content)
if not content or content == "" or content == 0 then return "" end
return string.format("<div style='display:flex;flex-direction:column;align-items:center;color:rgb(160,160,140);margin-bottom:5px'><div style='color:rgb(70,70,70)'>%s: </div><div>%s</div></div>", title, content)
end
local function row_v2(content)
if not content or content == "" or content == 0 then return "" end
return string.format("<div style='display:flex;margin-top:10px;flex-direction:column;align-items:center;text-align:center;margin-bottom:15px'>%s</div>",content)
end
local function row_v3(content)
if not content or content == "" or content == 0 then return "" end
return string.format("<div style='display:flex;flex-direction:column;align-items:center;text-align:center;color:rgb(115,83,67)'>%s</div>",content)
end
local function header(args)
local header_content = ""
if args.link == "nolink" then
header_content = string.format("<span class='bold cr%s'>%s</span>", args.rarity, args.name)
elseif args.link then
header_content = string.format("[[%s|<span class='cr%s'>%s</span>]]", args.link, args.rarity, args.name)
else
header_content = string.format("[[%s|<span class='cr%s'>%s</span>]]", args.name, args.rarity, args.name)
end
return string.format(
"<div class='itemboxheader' style='width:280px;padding:20px;box-shadow:inset 0px 0px 20px 5px rgb(0 0 0 / 0.5);display:flex;flex-direction:column;align-items:center;background-color:rgb(var(--rarity-%s),0.1);border:2px solid rgb(var(--rarity-%s),0.5)'><div class='bold' style='margin-top:0px!important;font-size:22px'>%s</div></div>",
args.rarity, args.rarity, header_content
)
end
local function image(args)
if not args.name then return end
return "<div style='display:flex;flex-direction:column;align-items:center'><div class='iconbox' style='width:max-content;align-items:center'><div class='rarity-1 rounded relative'>[[File:"..args.name..".png|90px|link=]]</div></div></div>"
end
local function stat_block(wt, args, weapon)
if count(weapon.stats.order) == 0 or weapon.numenchants[args.rarity] == 0 then return end
wt[#wt+1] = "<div style='text-align:center'>"
for i,stat_name in ipairs(weapon.stats.order) do
if i==1 then wt[#wt+1] = "<div style='margin-top:10px;display:flex;width:100%;flex-direction:row;justify-content:space-between'>"
else wt[#wt+1] = "<div style='display:flex;width:100%;flex-direction:row;justify-content:space-between'>" end
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div>"
wt[#wt+1] = string.format("<div>%s %s</div>",stat_name,weapon.stats[(stat_name):lower()][tonumber(args.rarity)] or weapon.stats[(stat_name):lower()])
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div></div>"
end
if weapon.numenchants[tonumber(args.rarity)] then
wt[#wt+1] = "<div class='cr4' style='margin-top:10px;display:flex; width:100%;flex-direction:row; justify-content:space-between'>"
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div>"
wt[#wt+1] = string.format("<div>Up to %i extra enchantments</div>",weapon.numenchants[tonumber(args.rarity)])
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div></div>"
end
if weapon.haspassive then
wt[#wt+1] = "<div style='margin-top:10px;display:flex;width:100%;flex-direction:row;justify-content:space-between;color:rgb(211,178,125)'>"
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div>"
wt[#wt+1] = string.format("<div>%s</div>",weapon.artifactpower)
wt[#wt+1] = "<div style='padding:0px 5px' class='bold'>-</div></div>"
end
wt[#wt+1] = "</div>"
end
local function class_list(list)
local ret = ""
for i,v in ipairs(list) do
if i~=1 then ret = ret.."," end
ret = ret..v
end
end
local function type_list(t,type)
local ret = ""
for k,v in pairs(t) do
if v==type then ret=ret..k end
end
return ret
end
local function weapon_rows(rows, args, weapon)
rows[#rows+1] = hline()
stat_block(rows,args,weapon)
rows[#rows+1] = hline()
rows[#rows+1] = row_v("Required Class",class_list(weapon.classes))
rows[#rows+1] = row_h("Weapon Type",type_list(weapon.types,"Weapon"))
rows[#rows+1] = row_h("Utility Type",type_list(weapon.types,"Utility"))
rows[#rows+1] = row_h("Slot Type",weapon.slottype)
rows[#rows+1] = row_h("Hand Type",weapon.handtype)
rows[#rows+1] = row_h("Reload Speed",weapon.reloadtime)
rows[#rows+1] = row_h("Quiver Size",weapon.maxammocount)
rows[#rows+1] = hline()
rows[#rows+1] = row_h("Hitbox",string.format("%sx%sx%s",weapon.hitbox.height,weapon.hitbox.width,weapon.hitbox.depth))
rows[#rows+1] = hline()
rows[#rows+1] = row_v2(string.format("[[File:%sx%sInvSlot.jpg]]",weapon.invwidth,weapon.invheight))
rows[#rows+1] = row_h("Gear Score",weapon.gearscore[args.rarity])
rows[#rows+1] = row_h("Sell Price",weapon.sellprices[args.rarity])
rows[#rows+1] = row_h("Stack Size",weapon.maxcount)
rows[#rows+1] = hline()
rows[#rows+1] = row_v3(weapon.flavortext)
end
local function armor_rows(rows, args, armor)
rows[#rows+1] = hline()
stat_block(rows,args,armor)
rows[#rows+1] = hline()
rows[#rows+1] = row_v("Required Class",class_list(armor.classes))
rows[#rows+1] = row_h("Slot Type",armor.slottype)
rows[#rows+1] = hline()
rows[#rows+1] = row_v2(string.format("[[File:%sx%sInvSlot.jpg]]",armor.invwidth,armor.invheight))
rows[#rows+1] = row_h("Gear Score",armor.gearscore[args.rarity])
rows[#rows+1] = row_h("Sell Price",armor.sellprices[args.rarity])
rows[#rows+1] = hline()
rows[#rows+1] = row_v3(armor.flavortext)
end
local function accessory_rows(rows, args, accessory)
rows[#rows+1] = hline()
stat_block(rows,args,armor)
rows[#rows+1] = hline()
rows[#rows+1] = row_h("Slot Type",accessory.slottype)
rows[#rows+1] = hline()
rows[#rows+1] = row_v2(string.format("[[File:%sx%sInvSlot.jpg]]",accessory.invwidth,accessory.invheight))
rows[#rows+1] = row_h("Gear Score",accessory.gearscore[args.rarity])
rows[#rows+1] = row_h("Sell Price",accessory.sellprices[args.rarity])
rows[#rows+1] = hline()
rows[#rows+1] = row_v3(accessory.flavortext)
end
local function utility_rows(rows, args, utility)
rows[#rows+1] = hline()
stat_block(rows,args,utility)
rows[#rows+1] = hline()
rows[#rows+1] = row_v("Required Class",class_list(armor.classes))
rows[#rows+1] = row_h("Slot Type",utility.slottype)
rows[#rows+1] = hline()
rows[#rows+1] = row_v2(string.format("[[File:%sx%sInvSlot.jpg]]",accessory.invwidth,accessory.invheight))
rows[#rows+1] = row_h("Gear Score",utility.gearscore[args.rarity])
rows[#rows+1] = row_h("Sell Price",utility.sellprices[args.rarity])
rows[#rows+1] = hline()
rows[#rows+1] = row_v3(utility.flavortext)
end
local function misc_rows(rows, args, misc)
rows[#rows+1] = hline()
stat_block(rows,args,misc)
rows[#rows+1] = hline()
rows[#rows+1] = row_h("Type",type_list(misc.types,"Misc"))
rows[#rows+1] = hline()
rows[#rows+1] = row_v2(string.format("[[File:%sx%sInvSlot.jpg]]",misc.invwidth,misc.invheight))
rows[#rows+1] = row_h("Gear Score",misc.gearscore[args.rarity])
rows[#rows+1] = row_h("Sell Price",misc.sellprices[args.rarity])
rows[#rows+1] = row_h("Item Achieve",misc.ap[args.rarity])
rows[#rows+1] = hline()
rows[#rows+1] = row_v3(misc.flavortext)
end
local function monster_rows(rows, args, monster)
error("monster_rows() needs to be implemented")
end
local function prop_rows(rows, args, prop)
error("prop_rows() needs to be implemented")
end
local CATEGORY = { ["Weapon"] = {["Data"]="Data:Weapon.json" , ["Function"]=weapon_rows},
["Armor"] = {["Data"]="Data:Armor.json" , ["Function"]=armor_rows},
["Accessory"] = {["Data"]="Data:Accessory.json", ["Function"]=accessory_rows},
["Utility"] = {["Data"]="Data:Utility.json" , ["Function"]=utility_rows},
["Misc"] = {["Data"]="Data:Misc.json" , ["Function"]=misc_rows},
["Monster"] = {["Data"]="Data:Monster.json" , ["Function"]=monster_rows},
["Prop"] = {["Data"]="Data:Prop.json" , ["Function"]=prop_rows}}
local function get_rows(args, data)
local rows = {}
if CATEGORY[args.category] then CATEGORY[args.category].Function(rows,args,data)
else error("Module:Infobox received an invalid category. Ensure it is capitalized and singular.") end
return rows
end
local function infobox(args, data)
local wt = {}
wt[#wt+1] = "<div style='background-color:rgb(var(--background-color),0.3);max-width:470px;float:right'>" --Infobox container
wt[#wt+1] = header(args)
wt[#wt+1] = "<div style='width:280px;border:2px solid rgb(70,70,70,0.5);padding:20px'>" -- Content container
wt[#wt+1] = image(args)
-- Category-specific rows
local rows = get_rows(args, data)
for _, row in ipairs(rows) do
wt[#wt+1] = row
end
wt[#wt+1] = "</div></div>"
return concat(wt)
end
local function panel(rarity, args, data)
if not search(data.rarities,rarity) then return "" end
args.rarity = rarity
local hidden_panel = "cardtabs__panel--js-hidden"
if args.is_active==rarity then hidden_panel = "" end
return string.format("<div data-cardtabs-panel='%s' style='overflow:auto' class='cardtabs__panel %s'>%s</div>", rarity, hidden_panel, infobox(args, data))
end
local function tab_panels(args, wt, data)
wt[#wt+1] = "<div class='mytabs__panels' data-cardtabs-panels>"
wt[#wt+1] = panel("1", args, data)
wt[#wt+1] = panel("2", args, data)
wt[#wt+1] = panel("3", args, data)
wt[#wt+1] = panel("4", args, data)
wt[#wt+1] = panel("5", args, data)
wt[#wt+1] = panel("6", args, data)
wt[#wt+1] = panel("7", args, data)
wt[#wt+1] = panel("8", args, data)
wt[#wt+1] = "</div>"
end
local ROMAN_NUMERAL = {"I","II","III","IV","V","VI","VII","VIII"}
local function button(rarity, args, data)
if not search(data.rarities,rarity) then return "" end
local is_active_button = ""
if args.is_active==rarity then is_active_button = " cardtabs__button--active" end
return string.format("<div data-cardtabs-btn='%s' class='cardtabs__button rarity%s%s'> %s </div>", rarity, rarity, is_active_button, ROMAN_NUMERAL[tonumber(rarity)])
end
local function tab_buttons(args, wt, data)
wt[#wt+1] = "<div class='cardtabs__buttons' data-cardtabs-btns>"
wt[#wt+1] = button("1", args, data)
wt[#wt+1] = button("2", args, data)
wt[#wt+1] = button("3", args, data)
wt[#wt+1] = button("4", args, data)
wt[#wt+1] = button("5", args, data)
wt[#wt+1] = button("6", args, data)
wt[#wt+1] = button("7", args, data)
wt[#wt+1] = button("8", args, data)
wt[#wt+1] = "</div>"
end
function p.draw(frame)
local data = mw.loadJsonData(CATEGORY[frame.args.category].Data)
data = data[frame.args.category][frame.args.name] -- load data of a specific object
local wt = {}
wt[#wt+1] = "<div class='cardtabs' data-cardtabs>"
tab_buttons(frame.args, wt, data)
tab_panels(frame.args, wt, data)
wt[#wt+1] = "</div>"
return concat(wt)
end
return p
--[=[
mw.log(p.draw({args={name="Halberd",link="nolink",category="Weapon"}}))
mw.log(p.draw({args={name="Halberd",is_active="2",category="Weapon"}}))
mw.log(p.draw({args={name="Cinder",is_active="8",category="Weapon"}}))
]=]

