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<includeonly>{{ #arraydefine: weapons | {{Monster_Data|{{{1}}}}} }}
<includeonly><!--
{{
  #loop: i
  | 0                      <!-- loops start value for {{ #var:i }} -->
  | {{ #arraysize:weapons }} <!-- number of loops -->
  | {{#vardefine:current|{{ #arrayindex:weapons | {{ #var:i }} }}}}
{{GenerateMonsterRow|{{#var:current}}}}
}}
</includeonly>
<noinclude>
WIP


--><table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:100%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
<th style="width:3%">Name</th>
<th style="width:3%">Health</th>
<th style="width:3%">Move Speed</th>
<th style="width:3%">Exp<br>AP</th>
<th style="width:3%">Damage Reductions</th>
<th style="width:17%">Abilities' Damage([[Impact Power]]) + Statuses</th>
<th style="width:22%">[[Statuses]]' Effects</th>
<th style="width:3%">Race</th>
<th style="width:3%">Action&nbsp;Speed</th></tr><!--
-->{{#arraydefine:weapons|{{Monster_Data|{{{1}}}}}}}<!--
-->{{#if:{{{monster|}}}|{{#arraydefine:weapons|{{{monster|}}}}}}}<!--
-->{{#loop:i|0|{{#arraysize:weapons}}<!--
-->|{{#vardefine:current_monster|{{#arrayindex:weapons|{{#var:i}}}}}}<!--
Determine the highest variant that exists.
-->{{#if:{{Monster Data|{{#var:current_monster}}#nightmare|hp}}<!--
-->|{{#vardefine:variant|&#35;nightmare}}<!--
-->|{{#if:{{Monster Data|{{#var:current_monster}}#elite|hp}}<!--
-->|{{#vardefine:variant|&#35;elite}}<!--
-->|{{#vardefine:variant|}}}}}}<!--
-->{{#vardefine:suppress_color|&#35;1A91C4}}
<tr>
<td><!--
-->{{Iconbox|{{#var:current_monster}}|image={{#var:current_monster}}.png|size=x120px|rarity=-1}}</td>
<td><!--
Health Values:
-->{{#vardefine:normal|{{Monster Data|{{#var:current_monster}}|hp}}}}<!--
-->{{#vardefine:elite|{{Monster Data|{{#var:current_monster}}#elite|hp}}}}<!--
-->{{#vardefine:nightmare|{{Monster Data|{{#var:current_monster}}#nightmare|hp}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress|}}<!--
-->{{#ifeq:{{#var:normal}}|{{#var:elite}}<!--
-->|{{#if:{{#var:nightmare}}<!--
-->|{{#ifeq:{{#var:elite}}|{{#var:nightmare}}<!--
-->|{{#vardefine:suppress|true}}}}<!--
-->|{{#vardefine:suppress|true}}}}}}<!--
-->{{#if:{{#var:suppress}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:normal}}</span><!--
-->|{{#if:{{#var:normal}}<!--
-->|{{#var:normal}}}}<!--
-->{{#if:{{#var:elite}}<!--
-->|/<span class="colorrarityElite">{{#var:elite}}</span>}}<!--
-->{{#if:{{#var:nightmare}}<!--
-->|/<span class="colorrarityNightmare">{{#var:nightmare}}</span>}}}}</td>
<td><!--
Move Speed Values:
-->{{#vardefine:normal|{{Monster Data|{{#var:current_monster}}|move}}}}<!--
-->{{#vardefine:elite|{{Monster Data|{{#var:current_monster}}#elite|move}}}}<!--
-->{{#vardefine:nightmare|{{Monster Data|{{#var:current_monster}}#nightmare|move}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress|}}<!--
-->{{#ifeq:{{#var:normal}}|{{#var:elite}}<!--
-->|{{#if:{{#var:nightmare}}<!--
-->|{{#ifeq:{{#var:elite}}|{{#var:nightmare}}<!--
-->|{{#vardefine:suppress|true}}}}<!--
-->|{{#vardefine:suppress|true}}}}}}<!--
-->{{#if:{{#var:suppress}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:normal}}</span><!--
-->|{{#if:{{#var:normal}}<!--
-->|{{#var:normal}}}}<!--
-->{{#if:{{#var:elite}}<!--
-->|/<span class="colorrarityElite">{{#var:elite}}</span>}}<!--
-->{{#if:{{#var:nightmare}}<!--
-->|/<span class="colorrarityNightmare">{{#var:nightmare}}</span>}}}}</td>
<td><!--
Experience Values:
-->{{#vardefine:normal_xp|{{Monster Data|{{#var:current_monster}}|xp}}}}<!--
-->{{#vardefine:normal_ap|{{Monster Data|{{#var:current_monster}}|ap}}}}<!--
-->{{#vardefine:elite_xp|{{Monster Data|{{#var:current_monster}}#elite|xp}}}}<!--
-->{{#vardefine:elite_ap|{{Monster Data|{{#var:current_monster}}#elite|ap}}}}<!--
-->{{#vardefine:nightmare_xp|{{Monster Data|{{#var:current_monster}}#nightmare|xp}}}}<!--
-->{{#vardefine:nightmare_ap|{{Monster Data|{{#var:current_monster}}#nightmare|ap}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress_xp|}}<!--
-->{{#ifeq:{{#var:normal_xp}}|{{#var:elite_xp}}<!--
-->|{{#if:{{#var:nightmare_xp}}<!--
-->|{{#ifeq:{{#var:elite_xp}}|{{#var:nightmare_xp}}<!--
-->|{{#vardefine:suppress_xp|true}}}}<!--
-->|{{#vardefine:suppress_xp|true}}}}}}<!--
-->{{#vardefine:suppress_ap|}}<!--
-->{{#ifeq:{{#var:normal_ap}}|{{#var:elite_ap}}<!--
-->|{{#if:{{#var:nightmare_ap}}<!--
-->|{{#ifeq:{{#var:elite_ap}}|{{#var:nightmare_ap}}<!--
-->|{{#vardefine:suppress_ap|true}}}}<!--
-->|{{#vardefine:suppress_ap|true}}}}}}<!--
-->{{#if:{{#var:suppress_xp}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:normal_xp}}</span><!--
-->|{{#if:{{#var:normal_xp}}<!--
-->|{{#var:normal_xp}}}}<!--
-->{{#if:{{#var:elite_xp}}<!--
-->|/<span class="colorrarityElite">{{#var:elite_xp}}</span>}}<!--
-->{{#if:{{#var:nightmare_xp}}<!--
-->|/<span class="colorrarityNightmare">{{#var:nightmare_xp}}</span>}}}}<!--
-->{{#if:{{#var:suppress_ap}}<!--
-->|<br><span style="color:{{#var:suppress_color}};">{{#var:normal_ap}}</span><!--
-->|<br>{{#if:{{#var:normal_ap}}<!--
-->|{{#var:normal_ap}}}}<!--
-->{{#if:{{#var:elite_ap}}<!--
-->|/<span class="colorrarityElite">{{#var:elite_ap}}</span>}}<!--
-->{{#if:{{#var:nightmare_ap}}<!--
-->|/<span class="colorrarityNightmare">{{#var:nightmare_ap}}</span>}}}}</td>
<td><!--
Damage Reductions Loop
-->{{#arraydefine:all_current|{{Monster Data|{{#var:current_monster}}{{#var:variant}}|damagereductions|all}}}}<!--
-->{{#loop: i|0|{{#arraysize:all_current}}<!--
-->|{{#vardefine:current|{{#arrayindex:all_current|{{#var:i}}}}}}<!--
Store reduction strings.
-->{{#vardefine:reduction_normal|{{#explode:{{#vardefineecho:normal|{{Monster Data|{{#var:current_monster}}|damagereductions|{{lc:{{#var:current}}}}}}}}|*|0|2}}}}<!--
-->{{#vardefine:reduction_elite|{{#explode:{{#vardefineecho:elite|{{Monster Data|{{#var:current_monster}}#elite|damagereductions|{{lc:{{#var:current}}}}}}}}|*|0|2}}}}<!--
-->{{#vardefine:reduction_nightmare|{{#explode:{{#vardefineecho:nightmare|{{Monster Data|{{#var:current_monster}}#nightmare|damagereductions|{{lc:{{#var:current}}}}}}}}|*|0|2}}}}<!--
Store policy strings.
-->{{#vardefine:details_normal|{{#replace:{{#explode:{{#var:normal}}|*|1|2}}|,|<br>}}}}<!--
-->{{#vardefine:details_elite|{{#replace:{{#explode:{{#var:elite}}|*|1|2}}|,|<br>}}}}<!--
-->{{#vardefine:details_nightmare|{{#replace:{{#explode:{{#var:nightmare}}|*|1|2}}|,|<br>}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress|}}<!--
-->{{#ifeq:{{#var:reduction_normal}}|{{#var:reduction_elite}}<!--
-->|{{#if:{{#var:reduction_nightmare}}<!--
-->|{{#ifeq:{{#var:reduction_elite}}|{{#var:reduction_nightmare}}<!--
-->|{{#vardefine:suppress|true}}}}<!--
-->|{{#vardefine:suppress|true}}}}}}<!--
--><span style="color:#eeeeee88;">{{#explode:{{ #var:current }}| |0}}:&nbsp;</span><!--
-->{{#if:{{#var:suppress}}<!--
-->|<span style="color:{{#var:suppress_color}};"><!--
-->{{#if:{{#var:details_normal}}<!--
-->|<span class="tooltip"><u>[{{#var:reduction_normal}}%]</u><span class="tooltiptext-right">{{#var:details_normal}}</span></span><!--
-->|{{#var:reduction_normal}}%}}</span><!--
-->|{{#if:{{#var:reduction_normal}}<!--
-->|{{#if:{{#var:details_normal}}<!--
-->|<span class="tooltip"><u>{{#var:reduction_normal}}%</u><span class="tooltiptext-right">{{#var:details_normal}}</span></span><!--
-->|{{#var:reduction_normal}}%}}}}<!--
-->{{#if:{{#var:reduction_elite}}<!--
-->|/<span class="colorrarityElite"><!--
-->{{#if:{{#var:details_elite}}<!--
-->|<span class="tooltip"><u>{{#var:reduction_elite}}%</u><span class="tooltiptext-right">{{#var:details_elite}}</span></span><!--
-->|{{#var:reduction_elite}}%}}</span>}}<!--
-->{{#if:{{#var:reduction_nightmare}}<!--
-->|/<span class="colorrarityNightmare"><!--
-->{{#if:{{#var:details_nightmare}}<!--
-->|<span class="tooltip"><u>{{#var:reduction_nightmare}}%</u><span class="tooltiptext-right">{{#var:details_nightmare}}</span></span><!--
-->|{{#var:reduction_nightmare}}%}}</span>}}}}<br>}}</td>
<td><!--
Attacks' Damage(Impact Power) Loop
Assumptions:
- If the variants exists, lower variants have a subset of higher variant ability set.
- An ability, if present, has identical names across variants. Strings associated with an Ability can vary. Order of abilities matters.
- Important ability values that vary by variant type are followed by the "#" token.
- Statuses applied by an ability are preceded by the "$" token.
- Impact Power of an ability is invariant.
-->{{#arraydefine:all_abilities|{{Monster Data|{{#var:current_monster}}{{#var:variant}}|damages|all}}}}<!--
-->{{#loop: i|0|{{#arraysize:all_abilities}}<!--
-->|{{#vardefine:current_ability|{{#arrayindex:all_abilities|{{#var:i}}}}}}<!--
Store current ability's Effects and Statuses.
-->{{#arraydefine:current_ability_effects|{{#explode:{{Monster Data|{{#var:current_monster}}{{#var:variant}}|damages|{{lc:{{#var:current_ability}}}}}}|$|0|2}}}}<!--
-->{{#arraydefine:current_ability_statuses|{{#replace:{{#explode:{{Monster Data|{{#var:current_monster}}{{#var:variant}}|damages|{{lc:{{#var:current_ability}}}}}}|$|1|2}}|$|,}}}}<!--
Store Effect and Status for each variant.
-->{{#arraydefine:effects_normal|{{#explode:{{Monster Data|{{#var:current_monster}}|damages|{{lc:{{#var:current_ability}}}}}}|$|0|2}}}}<!--
-->{{#arraydefine:effects_elite|{{#explode:{{Monster Data|{{#var:current_monster}}#elite|damages|{{lc:{{#var:current_ability}}}}}}|$|0|2}}}}<!--
-->{{#arraydefine:effects_nightmare|{{#explode:{{Monster Data|{{#var:current_monster}}#nightmare|damages|{{lc:{{#var:current_ability}}}}}}|$|0|2}}}}<!--
-->{{#arraydefine:statuses_normal|{{#replace:{{#explode:{{Monster Data|{{#var:current_monster}}|damages|{{lc:{{#var:current_ability}}}}}}|$|1|2}}|$|,}}}}<!--
-->{{#arraydefine:statuses_elite|{{#replace:{{#explode:{{Monster Data|{{#var:current_monster}}#elite|damages|{{lc:{{#var:current_ability}}}}}}|$|1|2}}|$|,}}}}<!--
-->{{#arraydefine:statuses_nightmare|{{#replace:{{#explode:{{Monster Data|{{#var:current_monster}}#nightmare|damages|{{lc:{{#var:current_ability}}}}}}|$|1|2}}|$|,}}}}<!--
Store Impact Power.
-->{{#vardefine:impact_power|{{Monster Data|{{#var:current_monster}}{{#var:variant}}|impacts|{{lc:{{#var:current_ability}}}}}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress_effects|}}<!--
-->{{#ifeq:{{#arrayprint:effects_normal}}|{{#arrayprint:effects_elite}}<!--
-->|{{#if:{{#arrayprint:effects_nightmare}}<!--
-->|{{#ifeq:{{#arrayprint:effects_elite}}|{{#arrayprint:effects_nightmare}}<!--
-->|{{#vardefine:suppress_effects|true}}}}<!--
-->|{{#vardefine:suppress_effects|true}}}}}}<!--
--><span style="color:#eee8;">{{#var:current_ability}}:&nbsp;</span><!--
Loop across all effects in current ability
-->{{#loop: e|0|{{#arraysize:current_ability_effects}}<!--
-->|{{#vardefine:current_effect|{{#arrayindex:current_ability_effects|{{#var:e}}}}}}<!--
Split effects into value and type and store them for each variant.
-->{{#vardefine:value_normal|{{#explode:{{#arrayindex:effects_normal|{{#var:e}}}}|#|0|2}}}}<!--
-->{{#vardefine:value_elite|{{#explode:{{#arrayindex:effects_elite|{{#var:e}}}}|#|0|2}}}}<!--
-->{{#vardefine:value_nightmare|{{#explode:{{#arrayindex:effects_nightmare|{{#var:e}}}}|#|0|2}}}}<!--
-->{{#vardefine:type_normal|{{#explode:{{#arrayindex:effects_normal|{{#var:e}}}}|#|1|2}}}}<!--
-->{{#vardefine:type_elite|{{#explode:{{#arrayindex:effects_elite|{{#var:e}}}}|#|1|2}}}}<!--
-->{{#vardefine:type_nightmare|{{#explode:{{#arrayindex:effects_nightmare|{{#var:e}}}}|#|1|2}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress_type|}}<!--
-->{{#ifeq:{{#var:type_normal}}|{{#var:type_elite}}<!--
-->|{{#if:{{#var:type_nightmare}}<!--
-->|{{#ifeq:{{#var:type_elite}}|{{#var:type_nightmare}}<!--
-->|{{#vardefine:suppress_type|true}}}}<!--
-->|{{#vardefine:suppress_type|true}}}}}}<!--
Display Values
-->{{#ifexpr:{{#var:e}}=0||{{#ifeq:{{#var:current_monster}}|Lich|&nbsp;or&nbsp;|,&nbsp;}}}}<!--
-->{{#if:{{#var:suppress_effects}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:value_normal}}{{#if:{{#var:impact_power}}|({{#var:impact_power}})}}</span><!--
-->|{{#if:{{#var:value_normal}}<!--
-->|{{#var:value_normal}}{{#if:{{#var:impact_power}}|({{#var:impact_power}})}}}}<!--
-->{{#if:{{#var:value_elite}}<!--
-->|{{#if:{{#var:value_normal}}|/}}<span class="colorrarityElite">{{#var:value_elite}}{{#if:{{#var:impact_power}}|({{#var:impact_power}})}}</span>}}<!--
-->{{#if:{{#var:value_nightmare}}<!--
-->|{{#if:{{#var:value_normal}}{{#var:value_elite}}|/}}<span class="colorrarityNightmare">{{#var:value_nightmare}}{{#if:{{#var:impact_power}}|({{#var:impact_power}})}}</span>}}}}<!--
Display Types
-->{{#if:{{#var:suppress_type}}<!--
-->|<span style="color:{{#var:suppress_color}};">&nbsp;{{#var:type_normal}}</span><!--
-->|{{#if:{{#var:type_normal}}<!--
-->|&nbsp;{{#var:type_normal}}}}<!--
-->{{#if:{{#var:type_elite}}<!--
-->|{{#ifeq:{{#var:type_normal}}|{{#var:type_elite}}<!--
-->||{{#if:{{#var:type_normal}}|/}}&nbsp;<span class="colorrarityElite">{{#var:type_elite}}</span>}}}}<!--
-->{{#if:{{#var:type_nightmare}}<!--
-->|{{#ifeq:{{#var:type_elite}}|{{#var:type_nightmare}}<!--
-->||{{#if:{{#var:type_normal}}{{#var:type_elite}}|/}}&nbsp;<span class="colorrarityNightmare">{{#var:type_nightmare}}</span>}}}}}}}}<!--
If ability has effects and statuses, precede Statuses with " + ".
-->{{#if:{{#arrayprint:current_ability_effects}}|{{#if:{{#arrayprint:current_ability_statuses}}|&nbsp;+&nbsp;}}}}<!--
Loop across all statuses in current ability
-->{{#loop: s|0|{{#arraysize:current_ability_statuses}}<!--
-->|{{#vardefine:current_effect|{{#arrayindex:current_ability_statuses|{{#var:s}}}}}}<!--
Store status strings for each variant.
-->{{#vardefine:status_normal|{{#arrayindex:statuses_normal|{{#var:s}}}}}}<!--
-->{{#vardefine:status_elite|{{#arrayindex:statuses_elite|{{#var:s}}}}}}<!--
-->{{#vardefine:status_nightmare|{{#arrayindex:statuses_nightmare|{{#var:s}}}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress_status|}}<!--
-->{{#ifeq:{{#var:status_normal}}|{{#var:status_elite}}<!--
-->|{{#if:{{#var:status_nightmare}}<!--
-->|{{#ifeq:{{#var:status_elite}}|{{#var:status_nightmare}}<!--
-->|{{#vardefine:suppress_status|true}}}}<!--
-->|{{#vardefine:suppress_status|true}}}}}}<!--
Display Statuses
-->{{#if:{{#var:suppress_status}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#ifexpr:{{#var:s}}=0||,&nbsp;}}{{#var:status_normal}}</span><!--
-->|{{#ifexpr:{{#var:s}}=0||,&nbsp;}}<!--
-->{{#if:{{#var:status_normal}}<!--
-->|{{#var:status_normal}}}}<!--
-->{{#if:{{#var:status_elite}}<!--
-->|{{#if:{{#var:status_normal}}|/}}<span class="colorrarityElite">{{#var:status_elite}}</span>}}<!--
-->{{#if:{{#var:status_nightmare}}<!--
-->|{{#if:{{#var:status_normal}}{{#var:status_elite}}|/}}<span class="colorrarityNightmare">{{#var:status_nightmare}}</span>}}}}}}<br>}}</td>
<td><!--
Statuses Loop
-->{{#arraydefine:all_current|{{Monster Data|{{#var:current_monster}}{{#var:variant}}|statuses|all}}}}<!--
-->{{#loop: i|0|{{ #arraysize:all_current }}<!--
-->|{{#vardefine:current|{{#arrayindex:all_current|{{#var:i}}}}}}<!--
Store Monster Data strings.
-->{{#vardefine:normal|{{Monster Data|{{#var:current_monster}}|statuses|{{lc:{{#var:current}}}}}}}}<!--
-->{{#vardefine:elite|{{Monster Data|{{#var:current_monster}}#elite|statuses|{{lc:{{#var:current}}}}}}}}<!--
-->{{#vardefine:nightmare|{{Monster Data|{{#var:current_monster}}#nightmare|statuses|{{lc:{{#var:current}}}}}}}}<!--
Store status strings.
-->{{#vardefine:status_normal|{{#explode:{{#var:normal}}|*|0|2}}}}<!--
-->{{#vardefine:status_elite|{{#explode:{{#var:elite}}|*|0|2}}}}<!--
-->{{#vardefine:status_nightmare|{{#explode:{{#var:nightmare}}|*|0|2}}}}<!--
Store policy strings.
-->{{#arraydefine:policies_normal|{{#explode:{{#var:normal}}|*|1|2}}}}<!--
-->{{#arraydefine:policies_elite|{{#explode:{{#var:elite}}|*|1|2}}}}<!--
-->{{#arraydefine:policies_nightmare|{{#explode:{{#var:nightmare}}|*|1|2}}}}<!--
--><span style="color:#eeeeee88;">{{#var:current}}:&nbsp;</span><!--
Define suppression flags. The flag suppresses values only if all value variants that exist are equal.
-->{{#vardefine:suppress_status|}}<!--
-->{{#ifeq:{{#var:status_normal}}|{{#var:status_elite}}<!--
-->|{{#if:{{#var:status_nightmare}}<!--
-->|{{#ifeq:{{#var:status_elite}}|{{#var:status_nightmare}}<!--
-->|{{#vardefine:suppress_status|true}}}}<!--
-->|{{#vardefine:suppress_status|true}}}}}}<!--
-->{{#vardefine:suppress_policies|}}<!--
-->{{#ifeq:{{#arrayprint:policies_normal}}|{{#arrayprint:policies_elite}}<!--
-->|{{#if:{{#arrayprint:policies_nightmare}}<!--
-->|{{#ifeq:{{#arrayprint:policies_elite}}|{{#arrayprint:policies_nightmare}}<!--
-->|{{#vardefine:suppress_policies|true}}}}<!--
-->|{{#vardefine:suppress_policies|true}}}}}}<!--
Display status string
-->{{#if:{{#var:suppress_status}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:status_normal}}</span><!--
-->|{{#if:{{#var:status_normal}}<!--
-->|{{#var:status_normal}}<!--
-->{{#if:{{#var:suppress_policies}}<!--
-->||{{#if:{{#arrayprint:policies_normal}}<!--
-->|&nbsp;{{#loop: i|0|{{#arraysize:policies_normal}}<!--
-->|{{#vardefine:current_policy|{{#arrayindex:policies_normal|{{#var:i}}}}}}<!--
--><span class="tooltip"><u>[{{#if:true|{{Monster Data|Policies|{{#var:current_policy}}}}}}]</u><span class="tooltiptext-right">{{#var:current_policy}}</span></span>}}}}}}}}<!--
-->{{#if:{{#var:status_elite}}<!--
-->|{{#if:{{#var:status_normal}}|/}}<!--
--><span class="colorrarityElite">{{#var:status_elite}}<!--
-->{{#if:{{#var:suppress_policies}}<!--
-->||{{#if:{{#arrayprint:policies_elite}}<!--
-->|&nbsp;{{#loop: i|0|{{#arraysize:policies_elite}}<!--
-->|{{#vardefine:current_policy|{{#arrayindex:policies_elite|{{#var:i}}}}}}<!--
--><span class="tooltip"><u>[{{#if:true|{{Monster Data|Policies|{{#var:current_policy}}}}}}]</u><span class="tooltiptext-right">{{#var:current_policy}}</span></span>}}}}}}</span>}}<!--
-->{{#if:{{#var:status_nightmare}}<!--
-->|{{#if:{{#var:status_elite}}|/}}<!--
--><span class="colorrarityNightmare">{{#var:status_nightmare}}<!--
-->{{#if:{{#var:suppress_policies}}<!--
-->||{{#if:{{#arrayprint:policies_nightmare}}<!--
-->|&nbsp;{{#loop: i|0|{{#arraysize:policies_nightmare}}<!--
-->|{{#vardefine:current_policy|{{#arrayindex:policies_nightmare|{{#var:i}}}}}}<!--
--><span class="tooltip"><u>[{{#if:true|{{Monster Data|Policies|{{#var:current_policy}}}}}}]</u><span class="tooltiptext-right">{{#var:current_policy}}</span></span>}}}}}}</span>}}}}<!--
-->{{#if:{{#var:suppress_policies}}<!--
-->|<span style="color:{{#var:suppress_color}};">&nbsp;<!--
-->{{#loop: p|0|{{#arraysize:policies_normal}}<!--
-->|{{#vardefine:current_policy|{{#arrayindex:policies_normal|{{#var:p}}}}}}<!--
--><span class="tooltip"><u>[{{#if:true|{{Monster Data|Policies|{{#var:current_policy}}}}}}]</u><span class="tooltiptext-right">{{#var:current_policy}}</span></span>}}</span>}}<br>}}</td>
<td><!--
Race
-->{{#if:{{#vardefineecho:race|{{Monster Data|{{#var:current_monster}}|races|all}}}}<!--
-->|[[{{#replace:{{Monster Data|{{#var:current_monster}}|races|all}}|,|{{))!}}-{{!((}}}}]]}}</td>
<td><!--
Action Speed
-->{{#vardefine:normal|{{Monster Data|{{#var:current_monster}}|actionspeed}}}}<!--
-->{{#vardefine:elite|{{Monster Data|{{#var:current_monster}}#elite|actionspeed}}}}<!--
-->{{#vardefine:nightmare|{{Monster Data|{{#var:current_monster}}#nightmare|actionspeed}}}}<!--
Define suppression flag. The flag suppresses values only if all variants that exist are equal.
-->{{#vardefine:suppress|}}<!--
-->{{#ifeq:{{#var:normal}}|{{#var:elite}}<!--
-->|{{#if:{{#var:nightmare}}<!--
-->|{{#ifeq:{{#var:elite}}|{{#var:nightmare}}<!--
-->|{{#vardefine:suppress|true}}}}<!--
-->|{{#vardefine:suppress|true}}}}}}<!--
-->{{#if:{{#var:suppress}}<!--
-->|<span style="color:{{#var:suppress_color}};">{{#var:normal}}%</span><!--
-->|{{#if:{{#var:normal}}<!--
-->|{{#var:normal}}%}}<!--
-->{{#if:{{#var:elite}}<!--
-->|/<span class="colorrarityElite">{{#var:elite}}%</span>}}<!--
-->{{#if:{{#var:nightmare}}<!--
-->|/<span class="colorrarityNightmare">{{#var:nightmare}}%</span>}}}}</td></tr>}}</table><!--
--></includeonly><noinclude>
Example
<pre> {{GenerateMonsterTable|Bosses}} </pre>
  <table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
  <table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
  {{GenerateMonsterRows|all}}
  {{GenerateMonsterTable|Bosses}}
</table>
</table>
  </noinclude>
  </noinclude>

Latest revision as of 09:59, 18 September 2024

Example

 {{GenerateMonsterTable|Bosses}} 
Name Health Move Speed Exp
AP
Damage Reductions Abilities' Damage(Impact Power) + Statuses Statuses' Effects Race Action Speed
3515 250 15
50
Physical: -22%
Magic: 5%
Projectile: 30%
Fog Attack1: 84.0(6) Magical + Decrease Heal
Fog Attack2: 132.0(7) Magical + Decrease Heal
Pull: 90.0(6) Magical + Decrease Heal
Hide Attack: 108.0(7) Magical + Decrease Heal
Fog Rush: 96.0(7) Magical + Decrease Heal
Scream Sentence: 30.0(6) Magical
Bombing Spawn Fog Missile: 84.0(6) Magical
Decrease Heal: ? for 7s [AgT]Stacking Type: Aggregates by Target[10x]Maximum Stacks: 10[Exp]Expiration: Removes Single Stack and Refreshes Duration[Rmv]Removable
Undead 0%
1815/2415 250/280 12/15
50
Physical: -22%
Magic: 5%
Projectile: 40%
Combo Left To Right: 150.0(7)/172.5(7) Physical + Slow
Combo Right To Left: 110.0(7)/126.5(7) Physical + Slow
Combo Head Up: 180.0(7)/207.0(7) Physical + Slow
Combo Slap: 145.0(7)/166.8(7) Physical, 20.0(7)/23.0(7) Physical Radius + Slow
Combo Punch Down: 92.0(7) Physical19.6(7) Physical Radius + Slow
Attack Punch Down: 92.0(7) Physical19.6(7) Physical Radius + Slow
Attack Ground: 100.0(7)/115.0(7) Physical, 70.0(7)/80.5(7) Physical Radius + Slow
Attack Spinning Phase: 150 Move Speed
Attack Spinning High: 200.0(7)/230.0(7) Physical + Slow
Attack Spinning Low: 200.0(7)/230.0(7) Physical + Slow
Debuff Shouting: Slow, Whirl
Regeneration: 2 Physical Heal per 1s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1
Slow: -35% Move Speed for 4s [Rmv]Removable
Whirl: ? for 4s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Beast 0%
3515/5215 250/280 12/15
50
Physical: -22%
Magic: 5%
Projectile: 30%
Combo1: 88.0(7)/106.7(7) Physical
Combo2: 128.0(7)/155.2(7) Physical
Combo3: 120.0(7)/145.5(7) Physical + Blinker
Run And Swing: 80.0(7)/97.0(7) Physical
Riot: 144.0(7)/174.6(7) Physical
Spawn Falling Rock: 16.0(4)/19.4(4) Physical
Stomp: 176.0(7)/213.4(7) Physical + Slow
Sprinkle Soil: 136.0(7)/164.9(7) Physical + Blinker
Petrification: Petrification
Blinker: Blinded by dirt for 10s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Slow: -50% Move Speed for 8s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Petrification: Unable to Move, Unable to Attack for 6s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Beast -20%
3615/7115 500 20/25
125
Physical: -22%
Magic: 36%
Projectile: 50%
Combo Tail Attack1: 57.0(6)/90.0(6) Physical + Melee Attack Slow
Combo Tail Attack2: 68.4(7)/108.0(7) Physical + Melee Attack Slow
Combo Forward Attack L: 60.8(7)/96.0(7) Physical + Melee Attack Slow
Combo Forward Attack R: 60.8(7)/96.0(7) Physical + Melee Attack Slow
Combo Two Hand Attack: 76.0(7)/120.0(7) Physical + Melee Attack Slow
Combo Breath Ground: 60.8(6)/96.0(6) Physical, 45.6(6)/72.0(6) Physical Radius
Combo Breath Air: 60.8(6)/96.0(6) Physical, 45.6(6)/72.0(6) Physical Radius
Combo Leap Attack1: 53.2(7)/84.0(7) Physical + Melee Attack Slow
Combo Leap Attack2: 60.8(6)/96.0(6) Physical, 45.6(6)/72.0(6) Physical Radius
Combo Leap Attack3: 83.6(7)/132.0(7) Physical + Melee Attack Slow
Special Breath Air To Side: 60.8(6)/96.0(6) Physical, 45.6(6)/72.0(6) Physical Radius
Special Leap Attack1 To Center: 53.2(7)/84.0(7) Physical
Special Leap Attack3 To Center: 83.6(7)/132.0(7) Physical + Melee Attack Slow
Special Summon Elemental: Frost Shield To Elemental
Special Breath Ground: Extreme Cold Dmg, Extreme Cold Slow, Frost Shield To Breath
Special Breath Air: Extreme Cold Dmg, Extreme Cold Slow
Buff Movespeed: 1000 Move Speed
Buff Movespeed Special: 2500 Move Speed
Melee Attack Slow: -15% Action Speed for 11s [AgT]Stacking Type: Aggregates by Target[3x]Maximum Stacks: 3[Exp]Expiration: Removes Single Stack and Refreshes Duration[Rmv]Removable
Frost Shield To Elemental: Immune to Damage 
Extreme Cold Dmg: 50 Physical Damage, 50 Magical Damage over 2s/100 Physical Damage, 100 Magical Damage over 2s [0.2s]Tick interval: 0.2s[AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1
Extreme Cold Slow: -20% Move Speed, -20% Action Speed for 8s [AgT]Stacking Type: Aggregates by Target[3x]Maximum Stacks: 3[Exp]Expiration: Removes Single Stack and Refreshes Duration[Rmv]Removable
Frost Shield To Breath: Immune to Damage 
Beast 0%
2415/3315 200/270 15/20
100
Physical: -22%
Magic: 36%
Projectile: 25%
Curse Of Chilling: Curse Of Chilling
Normal Attack: 30(7) Magical + Curse Of Chilling
Normal Attack Return: Curse Of Chilling
Eating Phase: 140 Move Speed + Eating Shield
Eating: Eating
Teleport: 20(5) Magical + Curse Of Chilling
Scream: 10(4) Magical + Curse Of Chilling
Earth Quake: 120.0(6)/180.0(6) Physical60.0(6) Magical + Curse Of Chilling
Curse Of Chilling: -1.6% Move Speed for 8s [AgT]Stacking Type: Aggregates by Target[30x]Maximum Stacks: 30[Rmv]Removable
Eating Shield: 1000 Shield [AgT]Stacking Type: Aggregates by Target
Eating: -95% Max Health, Unable to Move over 15s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Ref]Refresh: Resets on Successful Application[Rmv]Removable
Undead 0%
2115/3015 200/250 15/20
80
Physical: -22%
Magic: 36%
Projectile: 25%
Close Attack: 70(5) Magical
Normal Attack: 50(5) Magical
Strong Attack: 100(7) Magical
Curse Of Gathering Mark: -95%(4) True Max Health Dmg1 or -50%(4) Dmg2 or -15%(4) Dmg3 or -5%(4) Dmg4 or -2%(4) Dmg5 + CoG Mark Icon, CoG Heal1-5
Curse Of Isolation Mark: -50%(4) True Max Health Dmg1 or -70%(4) Dmg2 or -90%(4) Dmg3 or -150%(4) Dmg4 or -250%(4) Dmg5 + CoI Mark Icon, CoI Heal1-5
Getting Soul: Soul Shield
Frenzy: Death SwarmFrenzy
CoG Mark Icon: ? for 5s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
CoG Heal1: 65% Max Health over 20s [Rmv]Removable
CoG Heal2: 35% Max Health over 20s [Rmv]Removable
CoG Heal3: 10% Max Health over 20s [Rmv]Removable
CoG Heal4: 4% Max Health over 20s [Rmv]Removable
CoG Heal5: 2% Max Health over 20s [Rmv]Removable
CoI Mark Icon: ? for 5s [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
CoI Heal1: 35% Max Health over 20s [Rmv]Removable
CoI Heal2: 50% Max Health over 20s [Rmv]Removable
CoI Heal3: 60% Max Health over 20s [Rmv]Removable
CoI Heal4: 100% Max Health over 20s [Rmv]Removable
CoI Heal5: 170% Max Health over 20s [Rmv]Removable
Soul Shield: 250 Shield [AgT]Stacking Type: Aggregates by Target[Rmv]Removable
Death Swarm: 4 True Magical Damage [AgT]Stacking Type: Aggregates by Target[5x]Maximum Stacks: 5[Ref]Refresh: Resets on Successful Application
Frenzy: 25 Move Speed, 20% Damage, 50% Action Speed [inf]Duration: Infinite[AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1
Undead 0%
195 180 0
0
Physical: -22%
Magic: 5%
Projectile: 15%
Attack: 43.2(3) Physical
Back Step: 67.5(4) Physical
Bombing: 108.0(5) Physical
Soul Pass: Skeleton Warlord Speed Up
Throwing Knife: 43.2(3) Physical
Skeleton Warlord Speed Up: 4% Move Speed, 1% Action Speed, 2% Physical Resistance, 1% Magical Resistance [AgT]Stacking Type: Aggregates by Target[25x]Maximum Stacks: 25
Undead-Skeleton 0%
10114 100 0
0
Physical: -22%
Magic: 5%
Projectile: 15%
Beam Attack: 6.0(7) Physical, 6.0(7) Magical
0%
2115/3115 250/280 15/20
80
Physical: -22%
Magic: 36%
Projectile: 25%
Combo1: 48.0(7)/72.0(7) Physical, 48.0(7)/72.0(7) Magical
Combo2: 57.6(7)/86.4(7) Physical, 57.6(7)/86.4(7) Magical
Combo3: 70.4(7)/105.6(7) Physical, 70.4(7)/105.6(7) Magical
Combo4: 60.8(7)/91.2(7) Physical, 60.8(7)/91.2(7) Magical
Combo5: 60.8(7)/91.2(7) Physical, 60.8(7)/91.2(7) Magical
Throwing Knives: 60.8(7)/91.2(7) Physical, 60.8(7)/91.2(7) Magical + Paralyze
Throwing Knives2: 25.6(3)/38.4(3) Physical, 25.6(3)/38.4(3) Magical + Paralyze
Realm Of Domination: Dominated Player
Shield: Shield
Bone Prison: Dominated Player, Bone Prison
Explosion: 384.0(7) Physical384.0(7) Magical
Attack Block Explosion Dmg: 48.0(7) Physical48.0(7) Magical
Paralyze: -15% Move Speed for 15s [AgT]Stacking Type: Aggregates by Target[5x]Maximum Stacks: 5[Rmv]Removable
Dominated Player: ? for 6s [AgT]Stacking Type: Aggregates by Target[6x]Maximum Stacks: 6[Exp]Expiration: Removes Single Stack and Refreshes Duration
Shield: Immune to Damage [inf]Duration: Infinite
Bone Prison: Unable to Move [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1
Undead-Skeleton 0%
2515/3315 300/350 12/15
50
Physical: -22%
Magic: 5%
Projectile: 30%
Attack Slash11: 75.6(6)/96.0(6) Physical
Attack Slash12: 75.6(6)/96.0(6) Physical
Attack Shoulder Charge: 44.1(6)/56.0(6) Physical
Attack Front Slash: 94.5(6)/120.0(6) Physical
Attack Front Thrust: 81.9(6)/104.0(6) Physical
Attack Rush Thrust: 107.1(6)/136.0(6) Physical
Attack Long Range Transverse: 100.8(6)/128.0(6) Physical
Attack Long Range Vertically: 100.8(6)/128.0(6) Physical
Attack Soul Shockwave: 138.6(6)/176.0(6) Physical + Dead Rift Dmg, Dead Rift Move Slow
Attack Soul Slash: 201.6(6)/256.0(6) Physical
Debuff Move Speed: -70 Move Speed
Dead Rift Dmg: 5 Magical Damage [0.3s]Tick interval: 0.3s[AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Dead Rift Move Slow: -30% Move Speed [AgT]Stacking Type: Aggregates by Target[1x]Maximum Stacks: 1[Rmv]Removable
Undead 0%/10%